• Title/Summary/Keyword: 기억문제

Search Result 424, Processing Time 0.026 seconds

Software Education using Information Processing Theory (정보처리이론을 적용한 소프트웨어 교육 활용 방안)

  • Kang, Min-Gyeong;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.01a
    • /
    • pp.277-279
    • /
    • 2020
  • 본 연구는 학생들의 효율적인 학습을 위하여 정보처리이론에 따른 소프트웨어 교육 수업 전략 설계 및 교수학습 활용 방법을 도출하는데 목적이 있다. 정보가 입력되어 인출되기까지의 정보처리과정을 적용해 소프트웨어 교육에서 프로그래밍을 보다 효과적으로 이해하고 적용할 수 있는 원리와 방법을 제시한다. 학습의 과정을 개선하고 소프트웨어 교육 정보를 보다 많이 기억하고 인출할될 수 있도록 돕는 유용한 내용들을 제공한다. 정보처리이론을 소프트웨어 교육 수업에 적용함으로써 학생들은 집중력, 문제해결능력이 향상되고 학습정보에 대해 효과적으로 기억하며 장기간 기억, 인출이 가능해 질 것을 기대한다. 교육 환경이 발전하고 학습방법도 달라지고 있지만 학습자의 인지구조가 변화되진 않을 것이다. 그러므로 발전하는 교육 환경에 맞추어 정보처리이론을 토대한 소프트웨어 교육에서 교수·학습 방법은 지속적으로 연구되어야 한다.

  • PDF

A Study of ADHD traits and Interpersonal Stress Variables Influencing on Hopelessness of College Students (대학생의 ADHD 성향과 대인관계스트레스가 무망감에 미치는 영향 요인)

  • Kim, Min-Kyeong
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.11
    • /
    • pp.337-344
    • /
    • 2020
  • The purpose of study was to identify ADHD traits and interpersonal stress influencing on hopelessness of college students. The participants were 160 college students. Data analysis was used by mean, SD, correlation and multiple regression. The major findings were as; Deficit attention is highest in ADHD, family relationship stress is highest in prsonal stress. Positive hopefulness is higher than hopelessness. ADHD traits and interpersonal sress were positively correlated with hopelessness. College students' hopefulness was positively affected by sex, hyperactivity. College students' positive hopelessness was positively affected by hyperactivity, deficit attention, stress with professor and stress with heterosexual friend. And the findings was provided for the support program on hopelessness regarding to ADHD and interpersonal stress of college students.

유한구간 추정법 개관

  • 권오규
    • 전기의세계
    • /
    • v.34 no.12
    • /
    • pp.736-740
    • /
    • 1985
  • 유한구간 추정법은 통계적 필터의 발산문제에 대한 해결책의 하나로 제시된 것으로서, 이 추정법을 사용하는 필터로는 유한기억 필터, 순환형 유한구간 필터, 이동윈도우 필터, 이동구간 필터, 통계적 FIR필터 등이 있다.

  • PDF

Evaluation of the Pull-out Resistance of the SMA Wire Connector (SMA 와이어를 이용한 연결재의 인발저항성능 평가)

  • Jung, Chi-Young;Woo, Tae-Ryeon;Lee, Jong-Han;Cheung, Jin-Hwan
    • Journal of the Korea institute for structural maintenance and inspection
    • /
    • v.23 no.1
    • /
    • pp.130-137
    • /
    • 2019
  • Precast concrete (PC) structure is one of the type of the structures which is made in a facility prior to installing it to a construction field. The contact surfaces between two PC structures should be treated for obtaining enough binding force by inducing prestressing force. However, in the many cases, the contact surface causes the crack and leakage of water. These cracks and water leakage can cause the corrosion of the rebar, and the corrosion of the rebar can severely reduce the long-term durability. In this study, the SMA wire connector is suggested to solve the problem with the contact surfaces between two PC structures. The pull-out resistance of the suggested SMA wire connector is evaluated by conducting the tests to find the effect of the number of wires, shape of connector part, and shape memory effect. As a result of this study, the empirical formula is suggested to estimate the pull-out resistance related with the effects of the shape of the connector, shape memory effect, and the adhesive force. The validity between the estimated pull-out resistance and the measured value is confirmed.

A Study on a Conceptual Model for Distributed Problem Solving (분산 문제 해결을 위한 개념적 모델에 관한 연구)

  • Kim, Eun-Gyeong
    • The Transactions of the Korea Information Processing Society
    • /
    • v.3 no.1
    • /
    • pp.107-117
    • /
    • 1996
  • This paper proposes a conceptual model for distributed problem solving(DPS), where cooperation and communication among agents are based on virtual shared memory (VSM) In this model, all agents in a DPS system view all the memory in a distributed computer system as a single shared memory in which data, tasks, and results can in a distributed computer system as a single shared memory, in which data, tasks, and results can / be accessed by any of the agents. Several agents cooperatively solve a complex problem, as agents write data, intermediate results of execution, and tasks requested to other agents to VSM and other agents read or execute them. Also, in order to develop DPS systems based on the proposed conceptual model, this paper designs a DPS system development environment(DPS-VSM)using Network Linda. Thi spaper shows utility ofthe proposed model by presenting an example of simulation a VSM-based DPS system, and analyzes the model by comparing the features of DPS- VSM with some other DAI programming shells.

  • PDF

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.87-122
    • /
    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

The Highest Achievers' Gender Characteristics in Elementary Science Process Skills of Problem Solving (초등 과학 최상위권 학생의 과학 탐구 능력 문제 해결 과정에서의 성별 특성)

  • Park, Byung-Tai
    • Journal of Gifted/Talented Education
    • /
    • v.20 no.2
    • /
    • pp.527-546
    • /
    • 2010
  • As research results, male schoolchildren were found to solve problems more easily in the area of basic process skills while female schoolchildren were found to solve problems in the area of integrated process skills. Schoolboys showed the high tendency to solve problems in a planning pattern by memory, or solving pattern in which they are fully aware of the contents of both questions and choices in answer sheets, or the pattern which they are fully aware of distracters in answer sheets; in contrast, schoolgirls showed a high tendency to get a good result by analyzing both questions & choices in answer sheets or analyzing a chart, graph and illustration, which explains that female schoolchildren tend to solve problems in more diverse ways than male schoolchildren. In case of a poor achiever, male schoolchildren tend to make a failure while trying to find answers in an inadequately understood state or trying to solve on mistaken memories while doing questions immediately while female schoolchildren showed a lot of solving patterns based on mistaken memories or wrong analyses of a chart, illustration, or graph. Such results are believed to offer the implications on the understanding of male/female schoolchildren in their problem-solving pattern of their exploratory ability in elementary science and on its subsequent program development.

Chronopolitics in the Cinematic Representations of "Comfort Women" (일본군 '위안부'의 영화적 기억과 크로노폴리틱스)

  • Park, Hyun-Seon
    • Journal of Popular Narrative
    • /
    • v.26 no.1
    • /
    • pp.175-209
    • /
    • 2020
  • This paper examines how the cinematic representation of the Japanese military "comfort women" stimulates 'imagination' in the realm of everyday life and in the memory of the masses, creating a common awareness and affect. The history of the Japanese military "comfort women" was hidden for a long time, and it was not until the 1990s that it entered the field of public recognition. Such a transition can be attributed to the external and internal chronopolitics that made possible the testimony of the victims and the discourse of the "comfort women" issue. It shows the peculiar status of the comfort women history as 'politics of time'. In the same vein, the cinematic representations of the Japanese military "comfort women" can be found in similar chronopolitics. The 'comfort women' films have shown the dual time frame of the continuity and discontinuity of the 'silence'. In Korean film history, the chronotope of the reproduction of "comfort women" can be divided into four phases: 1) the fictional representations of "comfort women" before the 1990s 2) documentaries in the late 1990s as the work of testimony and history writing, 3) melodramatic transformation in the feature films in the 2000s, and 4) the diffusion of media and categories. The purpose of this article is to focus on the first phase and the third phase in which the issue of 'comfort women' is represented in the category of popular fiction films. While the "comfort women" representations before 1990 were strictly adhering to the framework of commercial movies and pursued the sexual exploitation of "comfort women" history, the recent films since the 2000s are experimenting with various attempts in the style of popular imagination. Especially, the emergence of 'comfort women' feature films in the 2000s, such as Spirit's Homecoming, I Can Speak, and Herstory, raise various questions as to whether we are "properly" aware of issues and how to remember and present the "cultural memory" of comfort women. Also, focusing on the cinematic representation strategies of the 2000s "comfort women", this article discusses the popular politics of melodrama, the representation of victims and violence, and the feature of 'comfort women' as meta-memory. As a melodramatic imagination and meta-memory for the historical trauma, the "comfort women" drama shows the historical, political, and aesthetic gateways to which the "comfort women" problem must pass. As we have seen in recent fiction films, the issue of "comfort women" goes beyond transnational relations between Korea and Japan; it demands a postcolonial task to dismantle the old colonial structure and explores a transnational project in which women's movements and human rights movements are linked internationally.

The Archeology of Memory: The Explorations of Animated Documentary

  • Guo, Chunning
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.479-512
    • /
    • 2016
  • This is a practice-based research, aiming to explore the experiments of Animated Documentary, which is a unique form can explore the mysteries and complexity of memories. Animated Documentary is a medium through which one can reveal an individual's memories within the context of a narrative that is historically situated and influenced. The marriage of animation and documentary gave birth to a new form of film. How to category this new form? Is it an animated short or documentary short? In fact, this raises issue that questioning the nature of animation and documentary. From Shuibo Wang's works, more young Chinese artists began to experiment with symbols (related to the Political Pop Trend) in visual narration, which could also be seen as a reflection of structuralism and semiology in the contemporary Chinese art field. As a case study, this paper demonstrates how animated short "Ketchup" revealed the problems of youth and social turmoil through the memories of a six-year boy. On the Festivals and conferences, the publics were shocked to know "Ketchup" based on true memories, and they were more curious why the crucial things almost be forgotten. Actually forget fulness is one of the layers of memories and Animated Documentary will offer a new way to explore how our memories are shaped.

Sleep quality and happiness among young adults: The role of positive memory bias (청년기의 수면과 행복: 기억의 긍정성 편향을 중심으로)

  • Ji-eun Shin;Jung Ki Kim;Nangyeon Lim
    • Korean Journal of Culture and Social Issue
    • /
    • v.23 no.2
    • /
    • pp.271-293
    • /
    • 2017
  • Despite the benefits of social activity on happiness, humans still spend over one third of their time by themselves-sleeping. The effect of sleep quality on happiness as well as its underlying mechanism are examined in this study. Based on previous findings on the role of sleep in consolidation of memories, it was hypothesized that a good sleep would promote happiness by increasing the likelihood of recalling everyday episodes in a positively biased manner. In Study 1, regardless of one's demographic variables, social variables, and economic status, sleep quality was positively related to life satisfaction. To examine the causal direction of this effect, participants were asked to complete a survey twice with different time intervals. Controlling for baseline variables, sleep quality during previous two weeks (Study 2) or previous day (Study 3) significantly predicted the participants' life satisfaction. Moreover, this relationship was partially mediated by a positive memory bias (Study 3). This study opens interesting questions on a relatively unexamined nonsocial predictor of happiness, sleep quality.