• Title/Summary/Keyword: 구조화이론

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The theory of lesson plannig and the instructional structuration : A case study for urban units in Japanese high school (수업설계론과 수업구조화 - 일본 고등학교 도시단원을 사례로 -)

  • ;Sim, Kwang Taek
    • Journal of the Korean Geographical Society
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    • v.29 no.2
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    • pp.166-182
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    • 1994
  • Kyonggi Province in the late Chosun dynasty was a center of superior government offices including 'Han' River water-road transportation and was located in the middle of an 'X'-shaped arterial road network. Because of these reasons, Kyonggi Province had a faster inflow of commodities, informations and technics compared with the other province. At this period of time, every local 'Eup' (name of administrative district) had not been affected by their above administrative districts and had their own autonomy. For this reason, every 'Eup' could be developed as a town, even if its size was small when it had sufficient internal growing conditions. Moreover, the markets ('Si-Jon') in big towns and periodical markets which were spread over the Kyonggi Province played role of commercial functions of town. And because military bases for the defence of the royal capital in Kyonggi Province also took parts of a non-agricultural city role, Xyonggi Provinc had much more possibilities of growing as a town rather than the other provinces. The towns of the late Chosun Dynasty were, except the capital and superior administrative districts which were governed by the 'You-Su', small towns which had only about 3, 000-5, 000 people. Most of the town dewellers were local officials, nobles, merchants, craftmen and slaves. And the farmers who lived near town became a pseudo-towner through suburb agriculture. Among these people, the merchants were leaders of townization. The downtowns were affected by the landform and traffic roads. The most fundamental function of towns were administrative. The opcial's grade, which was dispatched to the local administrative district ('Kun' or 'Hyun'), was decided by the size of population and agricultural land of each county. Large county which was governed by a high ranking opcial had more possibilities to develop as a large town. Because they supervised other opcials of lower rank and obtained more land and population for the town. The phonomena of farm abandonment after the Japanese Invasion of Korea in 1592-1598 stimulated the development of towns for commercial function. The commercial functions of towns were evident in the Si-Jon or Nan-Jon (names of markets) in the big cities such as Hansung and Kaesung, meanffwhile in the local areas it was emerged in the shape of periodical market networks as allied with near markets (which were called as Jang-Si) or permanent markets which were grown up from periodical markets. These facts of commercial development induced the birth of commercial town. Kyonggi Province showed the weak points of its defense system during both wars (Japanese Invasion in 1592 and Manchu's Invasion in 1636). The government reinforced its defense system by adding 4 'You-Su-Bus' and several military bases. Each local districts ('Eup'), where Geo-Jins were established, were stimulated to be a town while Jin-Kwan system were, adjusted and enforced. Among Dok-Jins(name of solitary military bases), Youngjongjin was grown up as a large garrison town which only played a role of defense. The number of towns that took roles of non-agricultural functions in Kyonggi Province was 52. Among these towns, 29 were developed as big towns which had above 3, 000 people and most of these towns were located on the northwest-southeast axes of 'X'-shaped arterial trafic network in the Chosn Dynasty, This fact points out that the traffic road is one of the important causes of the development of towns. When we make hierarchy of the towns of Kyonggi Province according to its population and how many functions it had, we can make it as 6 grades. The virst grade town 'Hansung' was the biggest central town of administration, commerce and defdnse. The 2nd grade town includes 'Kaesung' which had historical inertia that it had been the capital of the Koryo Dynesty. The 3rd grade towns include some 'You- Su-Bus' such as Soowon, Kanghwa, Kwangju and also include Mapo, Yongsan and from this we can imagine that the commercial development in the late Chosun Dynasty extremely affected the townization. The 4th-6th grade towns had smiliar population but it can be discriminated by how many town functions it had. So the 4th grade towns were the core of administration, commerce and defense function. 5th grade towns had administrative functions and one of commercial and defense functions. 6th grade towns had only one of these functions. When we research and town conditions of each grades as the ratio of non-agricultural population, we can find out that the towns from the 1st grade to 4th grade show difference by degree of townization but from the 4th grade to 6th grade towns do not show big difference in general.

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The effect of need for closure on college students' problem situation perception and communication behaviors (인지적 종결욕구가 대학생들의 문제 상황인식과 커뮤니케이션 행동에 미치는 영향)

  • Shin, Kyung-Ah
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.163-170
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    • 2014
  • The purpose of this study was to explore the effect of need for closure on college students' problem recognition and communication behavior. Specifically, this research examined differences about situation recognitions and communication behaviors across level of need for closure factors (preference for order and structure, preference for predictability, decisiveness, discomfort with ambiguity, closed-mindeness). The results show that the participants with higher level of discomfort with ambiguity and low level of closed-mindeness are more likely to high problem recognition, constraint recognition, involvement recognition, and doing active communication behaviors.

A Study on the Evaluation of National Large - Scale R&D Program - With the Biotech2000 Program - (대형국가연구개발프로그램의 평가에 관한 연구 - Biotech2000프로그램을 중심으로 -)

  • 홍형득;강근복
    • Journal of Korea Technology Innovation Society
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    • v.1 no.1
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    • pp.125-146
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    • 1998
  • 본 연구의 목적은 우리나라의 대형국가연구개발프로그램인 Biotech2000프로그램에 대한 체계적인 평가를 시도하는데 있다. 대형연구개발프로그램과 그 평가에 관련된 연구가 아직 구조화되지 못한 상황이기 때문에 공공정책학분야에서 발전되어온 정책평가이론을 바탕으로 대형연구개발프로그램의 평가를 하기 위한 탐색적인 개념틀을 적립하고, 이를 바탕으로 총14년(1994-2007)의 장기대형프로그램으로 1단계를 마친 Biotech 2000프로그램을 대상으로 프로그램평가의 구성요소 및 이들간의 관계를 체계적으로 평가하여 정책적 시사점을 얻고자 하였다. 평가는 참여자와의 인터뷰조사와 생명공학관련 산·학·연 연구자에 대한 설문조사 및 그 밖의 2차 자료를 통하여 이루어졌으며, 평가의 구성요소로는 프로그램의 원칙 및 전략평가, 추진체계 및 집행평가 그리고 목표달성평가(성과 및 영향평가)를 대상으로 하였다. 본 프로그램은 범부처적인 프로그램으로 프로그램의 형성 및 집행에 있어 성공적으로 이루어지고 있는 것으로 나타났으며, 특히 프로그램의 초기단계이긴 하지만 생명공학기술의 중요성에 대한 인식의 확산에 결정적인 기여를 한 것으로 보인다. 그러나 부처간의 조정이나 연구과제의 비일관성, 산업화에 대한 전략 등의 부재가 문제인 것으로 나타났다.

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Semi-automatic Event Structure Frame tagging of WordNet Synset (워드넷 신셋에 대한 사건구조 프레임 반자동 태깅)

  • Im, Seohyun
    • Annual Conference on Human and Language Technology
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    • 2018.10a
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    • pp.101-105
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    • 2018
  • 이 논문은 가장 잘 알려진 어휘부중 하나인 워드넷의 활용 범위 확장을 위해 워드넷 신셋에 "사건구조 프레임(Event Structure Frame)"을 주석하는 연구에 관한 것이다. 워드넷을 비롯하여 현재 사용되고 있는 어휘부는 풍부한 어휘의미정보가 구조화되어 있지만, 사건구조에 관한 정보를 포함하고 있지는 않다. 이 연구의 가장 큰 기여는 워드넷에 사건구조 프레임을 추가함으로써 워드넷과의 연결만으로 핵심적인 어휘의미정보를 모두 추출할 수 있도록 해준다는 점이다. 예를 들어 텍스트 추론, 자연어처리, 멀티 모달 태스크 등은 어휘의미정보와 배경지식(상식)을 이용하여 태스크를 수행한다. 워드넷에 대한 사건구조 주석은 자동사건구조 주석 시스템인 GESL을 이용하여 워드넷 신셋에 있는 예문에 먼저 자동 주석을 하고, 오류에 대해 수동 수정을 하는 반자동 방식이다. 사전 정의된 23개의 사건구조 프레임에 따라 예문에 출현하는 타겟 동사를 분류하고, 해당 프레임과 매핑한다. 현재 이 연구는 시작 단계이며, 이 논문에서는 빈도 순위가 가장 높은 100개의 동사와 각 사건구조 프레임별 대표 동사를 포함하여 총 106개의 동사 레마에 대해 실험을 진행하였다. 그 동사들에 대한 전체 워드넷 신셋의 수는 1337개이다. 예문이 없어서 GESL이 적용될 수 없는 신셋을 제외하면 1112개 신셋이다. 이 신셋들에 대해 GESL을 적용한 결과 F-Measure는 73.5%이다. 향후 연구에서는 워드넷-사건구조 링크를 계속 업데이트하면서 딥러닝을 이용해 GESL 성능을 향상 할 수 있는 방법을 모색할 것이다.

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A Psychoanalytic Study on the Phantasy Freud and Klein (환상에 대한 정신분석적 고찰 : 프로이트와 클라인을 중심으로)

  • Park Seon-Young
    • Science of Emotion and Sensibility
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    • v.8 no.2
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    • pp.137-153
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    • 2005
  • Phantasy is the psychic reality in which drive, sadism and anxiety are represented and constructed. It is one of important metapsychological concepts of the psychoanalysis which explains the formations of symptoms, internal psychic structure, and the mutual relationship between internal subjective world of man and external world. Through the understanding of phantasy we can approach the man's unconsciousness and fathom the structure of the subject itself. Especially S. Freud and M. Klein's psychoanalysis give us the deep insight into the phantasy, on the basis of which we can investigate the cause and structure of the pathological phenomena of the man.

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Development of Fuzzy Inference Mechanism for Intelligent Data and Information Processing (지능적 정보처리를 위한 퍼지추론기관의 구축)

  • 송영배
    • Spatial Information Research
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    • v.7 no.2
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    • pp.191-207
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    • 1999
  • Data and information necessary for solving the spatial decision making problems are imperfect or inaccurate and most are described by natural language. In order to process these arts of information by the computer, the obscure linguistic value need to be described quantitatively to let and computer understand natural language used by humans. For this , the fuzzy set theory and the fuzzy logic are used representative methodology. So this paper describes the construction of the language model by the natural language that user easily can understand and the logical concepts and construction process for building the fuzzy inference mechanism. It makes possible to solve the space related decision making problems intellectually through structuring and inference used by the computer, in case of the evaluation concern or decision making problems are described inaccurate, based on the inaccurate or indistinct data and information.

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Design of a Low-Power Turbo Decoder Using Parallel SISO Decoders (병렬 SISO 복호기에 의한 저전력 터보 복호기의 설계)

  • Lee, Hee-Jin;Hwang, Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.2C
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    • pp.25-30
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    • 2005
  • Turbo code is popularly used for the reliable communication in the presence of burst errors. Even if it shows good error performance near to the Shannon limits, it requires a large amount of memories and exhibits long latency. This paper proposes an architecture for the low power implementation of the Turbo decoder adopting the Max-Log-Map algorithm. In the proposed design, two SISO decoders are designed to operate in parallel, and a novel interleaver is designed to prevent the collision of memory accesses by two SISO decoders. Experimental results show that power consumption has been reduced by about 40% in the proposed decoder compared to previous Turbo decoders. The area overhead due to the additional interleaver controller is negligible.

The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.

A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.