• Title/Summary/Keyword: 시각적 구성요소

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A study on the analysis of elementary mathematics textbook's illustrations - Focusing on the second grade - (초등수학 교과서 삽화 분석 연구 -2학년 교과서를 중심으로-)

  • Kang, Shin-Po;Kim, Sung-Joon;Lim, Eun-Hee
    • Journal of the Korean School Mathematics Society
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    • v.8 no.2
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    • pp.183-201
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    • 2005
  • Illustrations and letters are two components of school textbooks. In the case of low grades of elementary school, textbook's illustrations play an important role in learning because many parts of curriculums(lessons) are represented by the visual forms through illustrations. So elementary mathematics textbook's illustrations have to make clear mathematical concepts and principles by visual simplification and bring out of the interest and motivation of elementary school students' learning. In this paper, we analysed the external and content aspects of textbook's illustrations, focusing on the textbook of the second grade. We investigated number, kindness, size, ratio, and clearness of illustrations in regard to external aspects. On the aspects of content, we analysed the role of illustrations and the degree of agreement with contents. Also we classified types of error in the textbook's illustrations and presented examples of errors which was found.

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Design and Implementation of Beam Steering System Based on Rotman lens and its Real-Time Display Device of Beam Receiving (로트만 렌즈를 이용한 빔 조향 시스템과 실시간 빔 수신표시 장치의 설계 및 구현)

  • Kim, In-Ryeol;ahn, Chi-Hyung;Oh, Soon-Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.5
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    • pp.37-46
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    • 2016
  • In this paper, we propose the beam-steering system using Rotman lens antenna operating at 2.442GHz which is to replace an expensive phase shifter. The overall system consists of the transmission antennas, Rotman lens and switch box. Setting the initial design conditions, it was designed and fabricated satisfying the requirements. From the result tested in the anechoic chamber, it was found that the beam can be steered using Rotman lens in the anechoic chamber. We also visually checked the beam-steering by turning on the LED of the rectenna showing the real-time beam receiving.

Haptic Perception presented in Picturesque Gardens - With a Focus on Picturesque Garden in Eighteenth-Century England - (픽처레스크 정원에 나타난 촉지적 지각 - 18세기 영국 픽처레스크 정원을 중심으로 -)

  • Kim, Jin-Seob;Kim, Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.37-51
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    • 2016
  • Modern optical mechanisms slanted toward Ocular-centrism have neglected diverse functions of vision, judged objects in abstract and binary perspectives, and organized spaces accordingly, there by neglecting the function of eyes groping objects. Recently, various experiences have been induced through communication with other senses by the complex perception beyond the binary perception system of vision. Haptic perception is dynamic vision that induces accompanying bodily experiences through interaction among the various senses; it recognizes the characteristics of material properties and various sensitive stimulations of human beings. This study elaborates on the major features of haptic perception by examining the theoretical background of this concept, which stimulates the active experience of the subject and determines how characteristics of haptic perception are displayed in picturesque gardens. In order to identify the major features of haptic perception, this study examines how Adolf Hildebrand's theory of vision is developed, expanded, and reinterpreted by Alois Riegl, Wilhelm Worringer, Walter Benjamin, Maurice Merleau Ponty, and Gilles Deleuze in the histories of philosophy and aesthetics. Based thereon, the core differences in haptic perception models and visual perception models are analyzed, and the features of haptic perception are identified. Then, classical gardens are set for visual perception and picturesque gardens are set for haptic perception so that the features from haptic perception identified previously are projected onto the picturesque gardens. The research results drawn from this study regarding features of haptic perception presented in picturesque gardens are as follows. The core differences of haptic perception in contrast to visual perception can be summarized as ambiguity and obscureness of boundaries, generation of dynamic perspectives, induction of motility by indefinite circulation, and strangeness and sublime beauty by the impossibility of perception. In picturesque gardens, the ambiguity and obscureness of boundaries are presented in the irregularity and asymmetric elements of planes and the rejection of a single view, and the generation of dynamic perspectives results from the adoption of narrative structure and overlapping of spaces through the creation of complete views, medium range views, and distant views, which the existing gardens lack. Thus, the scene composition technique is reproduced. The induction of motility by indefinite circulation is created by branching circulation, and strangeness and sublime beauty are presented through the use of various elements and the adoption of 'roughness', 'irregularity', and 'ruins' in the gardens.

Level of Detail Data Model for Efficient Data Transmission of 3-D GIS (3차원 공간정보시스템 데이터의 효율적 전송을 위한 세밀도 모델)

  • Lee, Hyun-Suk;Moon, Jung-Wook;Li, Ki-Joune
    • Spatial Information Research
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    • v.14 no.3 s.38
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    • pp.321-334
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    • 2006
  • 3D spatial data are of increasing interest in landscape analysis, urban planning and map services based on Web, because of its reality. But the amount of 3D spatial data are very large in comparison with 2D spatial data. Therefore it is necessary to have a efficient methods to transfer and visualize 3D spatial data. The concept of Level of Detail in Computer Graphics is effective. This paper briefly presents two LOD data models of data transmission based on the spatial data model of international standards. First, it is separated LOD model that gives a LOD level to object. Second is Selective LOD model that gives a LOD level to object's element. We compared the efficiency of 3D data transmission based on two LOD model.

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Review on design strategies for reflection-scaffolding tools in the computer supported collaborative learning (네트웍 기반 학습에서 협력적 성찰지원 도구 설계 전략 탐색)

  • Kim, Dong-Sik;Lee, Seung-Hee;Kim, Jee-il
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.89-106
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    • 2002
  • One of the key success factors for Computer Supported Collaborative Learning(CSCL) environments relies on collaborative reflection. Reflection refers to the active, intellectual thinking for monitoring one's own learning process and continuous internal activities of exploring oneself for new learning experiences. Also, reflective activities are closely related not only with the individual aspect of internal exploration but also with the social aspect of learner-learner interaction. This paper suggests four essential macro-level design strategies such as (1)facilitating collaborative awareness, (2)making thinking visualization, (3)negotiation-mediated knowledge construction, (4)providing metacognitive awareness cues or Questions for scaffolding collaborative reflection in the CSCL environments and made some implications for key functional features for the design and development of system components for CSCL.

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Chungnam Symbol Representing Rural Landscape Elements and Compares the Importance Discussion of Using the AHP technique (AHP기법을 이용한 충남상징요소 및 농산어촌 대표경관 중요도 비교고찰)

  • Song, Byeong-Hwa;Kim, Hag-Hyun;Lee, Jung-Seob
    • Proceedings of the Plant Resources Society of Korea Conference
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    • 2011.10a
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    • pp.17-17
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    • 2011
  • 본 연구는 지역이 가지고 있는 중요한 자원을 자연 생태적 요소, 역사 문화적 요소, 시각 환경적 요소 등으로 분류한 후 충남지역 16개 시 군을 대상으로 군의 상징적 요소로서 가치 있는 자원의 발굴과 동시에 개발에 밀려 점점 사라져가는 농산어촌 대표경관의 추출을 통해 자원의 중요성을 AHP(계층 분석적 의사 결정기법)모델을 통해 분석하여 상호 중요도를 파악하고자 한다. 이러한 연구를 통해 지역의 대표적인 상징적 요소와 경관적 요소의 상관성을 파악함과 동시에 중요도에 따라 순위(ranking ordering)를 결정함으로서 지역의 정체성(identity)을 확보하고, 향후 보전할 자원의 특성을 파악함으로써 지역의 문화적, 환경적, 생태적 자원가치의 패러다임을 구축하고자 한다. 연구방법은 1차적으로 문헌조사를 통한 지역의 자원특성에 대한 분류체계를 설정한 후 전문가 집단을 선정하여 설문조사를 통한 통계적 분석방법을 사용하고자 한다. 전문가 집단은 지역에 대한 비교적 잘 파악하고 있는 지역전문가(관련대학 교수, 공무원, 연구원 등)로 구성하였으며, 1, 2차 설문을 통한 상징성 및 대표경관자원을 최종적으로 선정한 후, 3차 설문에서는 농촌 및 경관관련 전문가 집단을 재선정하여 AHP(계층 분석적 의사결정)기법을 통한 자원의 중요도를 파악하고자 한다. 분석방법은 자료의 계량적 분석을 위해 통계프로그램인 SPSS 12.0 for Windows와 도출된 상징요소의 가중치를 파악하기 위해 AHP 프로그램인 ExpertChoice 2006을 사용하여 도출된 상징요소의 가중치별 순위를 측정하여 분석의 과학성, 논리성, 타당성을 확보하고자 한다.

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A Search for the Meaning of Constructivism: Constructivism Revisited and Reviewed (구성주의 의미의 탐색에 대한 소고: 구성주의의 재조명)

  • Kang, Eun Kyung
    • Education of Primary School Mathematics
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    • v.21 no.3
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    • pp.261-272
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    • 2018
  • In the current era of mathematics education, constructivism is a core theory of learning. For teachers, understanding and applying constructivism to their teaching practices are crucial for student centered teaching. However, some mathematics educators understand Constructivism in a different way. For example, some future teachers view Constructivism as making mathematics 'fun' by creating game without considering conceptual understanding. In this paper, the original articles of Constructivism were revisited and investigated to understand and to search for their meanings. Also several types and sources of Constructivism were identified; Radical Constructivism, Vygotsky's social-cultural theory of development, Social Constructionism, and Social Constructivism. This paper investigated arguments of the several types of Constructivism and discussed their implications for mathematics teaching.

The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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Empirical Analysis of the Feeling of Shooting in 2D Shooting Games (2차원 슈팅 게임에서의 타격감에 대한 실험적 분석)

  • Seo, Jin-Seok;Kim, Nam-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.75-81
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    • 2010
  • Feeling of shooting is one of the most important features of shooting games. Game developers have tried to improve feeling of shooting by using various techniques, such as visual/sound effects, rumble effects, animations, and camera techniques. In this paper, we introduce the results of the empirical analysis of the several techniques in a 2D shooting game. We carried out two experiments in which levels of feeling of shooting were measured in a simple 2D shooting game. The first experiment was configured with 16 combinations of the four techniques (visual, animation, sound, and rumble effects) applied to a shooting object (a cannon), and the second was configured with 16 combinations of the two techniques (visual and sound effects) applied to both or either side of a shooting object and exploding objects (enemy ships). The analysis results of the experiments showed that all of each techniques were statistically significant factors. We could also found that sound effects and rumble effects are more effective than visual effects and animations and that exploding objects are more important that a shooting object.

Virtual Spatial Database Creation for Application of Three Dimensional GIS (3차원 GIS 적용을 위한 가상공간 데이터베이스 구축)

  • 안기원;신석효;김상철
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.53-60
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    • 2003
  • Generally, feature of real world as 2-dimensional information of point, line and polygon achieve a GIS function from 2-dimensional GIS. But at enduring the geography elements which exist when it is composed of 3-dimensional spatial information it is abstracted with 2-dimensional which will reach, the loss of many information and 2-dimensional GIS of existing the basic limit exists md, Accordingly, 3-dimensional geography elements of the real world even at the computer controlling with 3-dimensional geography element original it will be able to minimize the loss of information which it keeps, for 3-dimensional expression and the analysis against the natural facility and the artificial facility of the real world it is the actual condition whose 3-dimensional GIS of ultimate form are necessary. This study was 2-dimensional feature a point the line and polygon and 3-dimensional spatial data information as the method for to use the VRML(Virtual Reality Modeling Language), 3-dimensional virtual worlds for 3-dimensional GIS applications to create and hereafter various decision making of at connection web more efficient and the possibility of doing in vision in order to be, it drew up a spatial database.