• Title/Summary/Keyword: 동적 단어 시각화

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English Bible Text Visualization Using Word Clouds and Dynamic Graphics Technology (단어 구름과 동적 그래픽스 기법을 이용한 영어성경 텍스트 시각화)

  • Jang, Dae-Heung
    • The Korean Journal of Applied Statistics
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    • v.27 no.3
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    • pp.373-386
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    • 2014
  • A word cloud is a visualization of word frequency in a given text. The importance of each word is shown in font size or color. This plot is useful for quickly perceiving the most prominent words and for locating a word alphabetically to determine its relative prominence. With dynamic graphics, we can find the changing pattern of prominent words and their frequencies according to the changing selection of chapters in a given text. We can define the word frequency matrix. In this matrix, rows are chapters in text and columns are ranks corresponding to word frequency about the words in the text. We can draw the word frequency matrix plot with this matrix. Dynamic graphic can indicate the changing pattern of the word frequency matrix according to the changing selection of the range of ranks of words. We execute an English Bible text visualization using word clouds and dynamic graphics technology.

Moving Data Pictures (움직이는 데이터 그림)

  • Huh, Myung-Hoe
    • The Korean Journal of Applied Statistics
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    • v.26 no.6
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    • pp.999-1007
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    • 2013
  • This research shows several types of moving pictures from the data: 1) the word cloud of Korean texts, 2) the heat map of n ${\times}$ p matrices, 3) the moving image of p ${\times}$ p scatterplot matrix, 4) the local projective display of k clusters (Huh and Lee, 2012). Moving pictures may reveal the hidden information and beauty of the datasets and ignite the curiosity of information consumers. Video files are attached.

A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.