• Title/Summary/Keyword: 인간개념

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Design and Development of Ubiquitous Blogging (유비쿼터스 블로깅의 설계 및 개발)

  • Kwon, Oh-Byung;Choi, Yoon-Hyoung;Jung, Dong-Young
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.1-23
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    • 2008
  • Nowadays blogging is emerging as a new way of building human-to-human relationship by offering personal information and sharing opinions with others on their own initiatives. These blogging activities would be also useful when people are in a movement surrounding lots of objects, such as products and shops, which are potentially interesting to them. However, immediate response from the objects is not available using legacy blogging systems. This is mainly due to the segregation of the blogging content owners from the objects. This paper, hence, aims to propose a methodology which allows the users to directly communicate with the objects in a timely and context-aware manner, not the object owners, to get useful information or get served immediately. To do so, the concept of artificial bloggers which work on behalf of the objects and eventually the object owners is proposed. The functionalities of u-Blogging are also introduced with prototype system.

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Evaluation of Influence Factors in order to introduce Share-styled Apartment House Successfully (지분형 주택분양제도의 성공적인 도입을 위한 영향요인 분석)

  • Lee, Hyun-Chul;Lim, So-Yean;Go, Seong-Seok
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.1
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    • pp.79-87
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    • 2010
  • The purpose of this study is to find decisive factors affecting Share-styled Apartment house Lee Myung-bak announced for the homeless masses in February 2008. This policy tried to add up defects from Half-priced Apartment house enforced in 2007. Seoul is ranked as the highest PIR(Price Income Rate) city in the world, as far as the difficulties in getting own house is concerned. Korean government has announced a lot of policies to control the price of real-estate, especially housing bubble phenomenon, since the convalescence from IMF financial crisis. By making questionnaires to get an important factor and taking counsel with related specialists, this thesis found what kind of roles the objects including government, institutions and people should play or focus on.

Development and Application of Interactive Prototyping Programming Learning Model based on Physical Computing (피지컬 컴퓨팅 기반의 인터랙티브 프로토타이핑 프로그래밍 학습모형 개발 및 적용)

  • Seo, Jeonghyun
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.297-305
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    • 2018
  • Physical computing is the concept of expanding computing to humans, environments, and objects. It draws attention as a programming learning medium based on physical outputs in integration of hardware and software. This study developed a programming learning model based on interactive prototyping using the characteristics of physical computing with a high degree of technical freedom and analyzed its learning effect in an experiment. To examine the effect of the experimental treatment, this researcher divided fifty nine 5th-grade elementary students into an experimental group and into a control group. the interactive prototyping programming learning model was applied to the experimental group, and a linear sequential programming learning model was applied to the control group. Information Science Creative Personality Test was conducted before and after the experimental treatment. Analysis of Covariance was conducted with the pre-test scores of the two groups. As a result, it was proved that there was the effect of learning at the significance level of .05. It indicates that the physical computing based interactive prototyping programming learning model is applicable to the programming learning for 5th-grade elementary students.

Toward a Possibility of the Unified Model of Cognition (통합적 인지 모형의 가능성)

  • Rhee Young-Eui
    • Journal of Science and Technology Studies
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    • v.1 no.2 s.2
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    • pp.399-422
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    • 2001
  • Models for human cognition currently discussed in cognitive science cannot be appropriate ones. The symbolic model of the traditional artificial intelligence works for reasoning and problem-solving tasks, but doesn't fit for pattern recognition such as letter/sound cognition. Connectionism shows the contrary phenomena to those of the traditional artificial intelligence. Connectionist systems has been shown to be very strong in the tasks of pattern recognition but weak in most of logical tasks. Brooks' situated action theory denies the. notion of representation which is presupposed in both the traditional artificial intelligence and connectionism and suggests a subsumption model which is based on perceptions coming from real world. However, situated action theory hasn't also been well applied to human cognition so far. In emphasizing those characteristics of models I refer those models 'left-brain model', 'right-brain model', and 'robot model' respectively. After I examine those models in terms of substantial items of cognitions- mental state, mental procedure, basic element of cognition, rule of cognition, appropriate level of analysis, architecture of cognition, I draw three arguments of embodiment. I suggest a way of unifying those existing models by examining their theoretical compatability which is found in those arguments.

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Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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André Bazin and 'Cinematographic reality' (앙드레 바쟁의 '영화적 사실성')

  • Kim, Taehee
    • Trans-
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    • v.3
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    • pp.87-107
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    • 2017
  • In this paper, we tried to find out what is the cinematographic reality conceived by André Bazin. To this end, we examined the process of his long exploration of realism, focusing on his film criticism. Through this, we read his deep concern that the film medium, which is more imitative than any other medium, would not become artistic but rather stimulating mimicry. When photographs or movies first appear, people have been interested in saving money by simply storing scenes in front of them or imitating stimulating scenes before realizing their artistic value. In this way, Bazin warned us that when the cheap pleasure derived from the simple imitation of fact is concatenated with the logic of capitalism, the film falls into a subordinate medium and drops the value of human beings indescribably. He therefore argues that cinema must transcend simple imitative dimensions by exploiting various abstract expressions in its own language. His works about the realism in cinema is meaningful in that the value of true realism of the movie is important to build up humanism today in respect that the movie raises extensively the logic of capitalism through visual pleasure.

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A study on ontology design for NCS "Application SW Engineering" supporting intelligent knowledge management and search reasoning (NCS "응용SW엔지니어링" 직무의 지식 관리 및 검색추론 지원을 위한 온톨로지 설계 연구)

  • Jin, Youngl-Goun;Lee, Won-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.17-23
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    • 2017
  • The National Competency Standards (NCS) is a standard that allows korea to efficiently organize the training of national talents by systematically classifying the knowledge, skills, and attitudes necessary for the job of industry groups. Ontology is a discipline that allows the abstract information in the human concept to be expressed in a form that enables computing to be done. There is a need to formalize the knowledge management by converting the NCS system currently stored in the simple DB into an ontology. This study design and implement NCS ontology for the task of "Application SW Engineering" among vast NCS jobs, enabling intelligent knowledge management and inference search of the job. In addition, it provides consistency with the formalization specification of the learning contents structure of the competency unit elements of the job, and provides the basis for extension to the whole NCS job ontology.

A Study on the Relationship of Interaction Design - With Emphasis on the Research of Various Knowledge System about the Relationship - (인터랙션 디자인에서의 '관계'에 대한 연구 - 관계에 대한 다 학제적 관점의 고찰을 중심으로 -)

  • 천가원;박영목
    • Archives of design research
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    • v.15 no.3
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    • pp.53-62
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    • 2002
  • If the stage of establishing concept in interaction design approaches only analytic and numeral & quantitative aspects, it would be lack of new and creative ideas of concept for the suitable and proper relationship among the human and tools or machinery which is required in interaction design. This study has explored the possibility of access through the research of diverse point of views in the various knowledge systems about the relationship. That is this study has expanded from improvement-intended approach as analyzing human and tools and solving problems with analytic and engineering aspect to value-intended approach as pursuing new ideas though various points of relationship. Or so, to examine 'Relationship' in other knowledge systems, it could be the basic research for more deepening and specific study in interaction design. To integrate this study, at first, it deals with interaction design and process. Through the specific method, it has investigated the current interaction design and related studies. In the next, it has researched the study of relationship in oriental and western philosophy, cultural science, social science, natural science and engineering so it has examined the relationship in the various points of knowledge systems. Based on the contents, it has considered the possibility of access in interaction design to explain the relationship in the various points of knowledge systems.

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Losses of Indirect Use and Non-Use Values of Groundwater or Environmental Challenges in Terms of the Inaction Costs of OECD (OECD의 무대응 비용 관점에서 지하수 등 자연환경 재해의 간접사용가치 및 비사용가치 손상 비용 분석)

  • Ahn, Eun-Young;Kim, Sun Geun
    • Economic and Environmental Geology
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    • v.46 no.1
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    • pp.85-91
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    • 2013
  • OECD(2008) gives the concepts of inaction costs on key environmental challenges including: direct financial costs; total financial costs; total use costs; and total social welfare costs. In analyzing the losses of environmental goods' various values conducted by domestic and foreign researchers, this study suggests the value-cost category of OECD(2008) and other studies; and the indirect use and non-use values of groundwater and other natural environment using the concepts of inaction costs. The studies on the damages and their relationships among human, property, and ecosystem are essential to monetary valuation on the qualitative or quantitative degradation of groundwater and other natural environment.

A MDL Modeling Method based on RDF Modeling (RDF 모델링 기법을 기반으로 한 MDL 모델링 기법)

  • Cho, Min-Ho;Ryew, Sung-Yul
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.574-582
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    • 2002
  • Web technology for next generation, led by W3C, is focusing on overcoming of limitation of Human-oriented Web. With circumstance of dramatic increasing information flow in current existing Web, human view based HTML technology is significantly loosing its value. To overcome limitation of Human-oriented Web, new alternative method is essentially required In this context, Machine-oriented Web which machine is searching for information, has been researched as a new alternative. This thesis reviewed MDL (Meaning Definition Language) which is regarded as most generally using method for implementation of Machine-Oriented Web, and presented modeling concept and implementation method in detail. To verify tile value of this presented implementation method, this thesis includes actual cases which has based on proposed implementation method. As an end, we have tried to give a technical assistance to developer of MDL Editor by suggesting MDL Editor implementation display, which has been founded on the proposed modeling method.