• Title/Summary/Keyword: 조작 용어

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An Exploratory Study of Image Retrieval Using Aesthetic Impressions (심미적 인상을 이용한 이미지 검색에 관한 실험적 연구)

  • Yu, So-Young;Moon, Sung-Been
    • Journal of the Korean Society for information Management
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    • v.21 no.4 s.54
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    • pp.187-208
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    • 2004
  • In this study, aesthetic impressions were used for a high-level feature of image retrieval. The term, 'aesthetic' has been studied in psychology, art, and literature. It means unconscious, instantaneous parts of visual perception and emotion. The literatures related to aesthetic impressions were reviewed and four kinds of aesthetic impressions were defined operationally : strong impression, soft impression, courteous impression, and refined impression. 66 image files of paintings were sampled randomly from 1100 paintings and low-level color features were extracted from them by a using perceptual color model(Lai, & Tait, 1998). The high-level features of an image, that is, four kinds of aesthetic impressions of each painting were measured by 4 subjects and averaged. In CBIR, 2 subjects performed image retrievals using example queries. They were asked to retrieve images by using the aesthetic impressions or the keywords. In evaluations, subjects showed that they were satisfied with the aesthetic impression-based image retrieval system on the average. And R-precision of the image retrieval with both color features and aesthetic impressions was higher than that of the image retrieval with color features only. But further studies with larger test collections and query sets should be followed for generalization of the result of this study.

Construction and characterization of the bacteriophage P4 derivatives whose genome size suitable for packaging into a P2sir3-sized head (P2 sir3-sized head에 packaging 되기 용이한 크기의 박테리오파지 P4 유도체 조성과 정성 연구)

  • Kim, Kyoung-Jin
    • Korean Journal of Microbiology
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    • v.51 no.1
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    • pp.1-6
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    • 2015
  • The term "P2 sir-associated helper inefficiency" has been used to define the inefficient helper capability of P2 sir mutants for their satellite bacteriophage P4. The aim of this study was to investigate the factors overcoming P2 sir-associated helper inefficiency. At first, we verified whether the P2 cos region containing P4 sid71 cosP2 could overcome P2 sir-associated helper inefficiency with P2 sir3. The result was that P4 sid71 cosP2 could not overcome P2 sir-associated helper inefficiency with P2 sir3. Instead of cos region of P2, the size of the DNA packaged into a $P2_{sir}$-sized head seems to be important for overcoming P2 sir-associated helper inefficiency. In the present work, three kinds of P4 derivatives with packaged DNA sizes between those of P4 ost1 and P4 ost2, were constructed through DNA manipulation. In one P4 derivative, P4 sid71 delRI::apr, the size of the packaged DNA was identified with a CsCl buoyant equilibrium density gradient experiment. According to the burst sizes of the P4 derivatives, they could overcome P2 sir3-associated helper inefficiency. The size of the P4 derivative DNA suitable for packaging into a $P2_{sir3}$-sized head was 28-29 kb.

An Analytical Study on the Studies of Mathematical Creativity in Korea: Focusing on the Essence of Mathematical Creativity (창의성의 본질적 관점에서 본 수학적 창의성 교육의 국내 연구 동향)

  • Ha, Su Hyun;Lee, Kwang Ho;Sung, Chang Geun
    • School Mathematics
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    • v.15 no.3
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    • pp.551-568
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    • 2013
  • The purpose of this study is to verify the research trends on 101 articles about mathematical creativity published in domestic journals. The analysis criteria are as follows: (1)What kind of terms the articles use to refer to the creativity in mathematics education, (2)Whether the researchers conceptualize such the terms or not, (3)Whether the definitions are domain-specific or not, (4)What perspectives, categories and levels of the articles have on creativity. The results of this study show the following. First, numerous articles used 'mathematical creativity' in order to point to the creativity in mathematics education. Second, among the 101 selected articles, 60 (59.4%) provided an explicit definition of the mathematical creativity and 19(18.8%) provided an implicit definition. Among the 79 articles, only 43(54.4%) provided domain-specific definitions. Second, the percentage of articles preferring one perspective over the other 3 perspectives were similar. Third, the rate of articles which focused on press(environment) of all categories (person, process, product, press) was low. Fourth, regarding the levels of creativity, most articles were done on little-c creativity level, on the other hand, the articles having an interest in mini-creativity were very rare. Based on these results, necessities of explicit and domestic-specific definition, whole approach of mathematical creativity, and articles focusing on the mini-creativity level should be reported.

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Critical Discussion on the 'Orientalism' in Fashion Culture (패션문화에 나타난 오리엔탈리즘에 대한 비판적 논의)

  • Seo, Bong-Ha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.6
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    • pp.902-910
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    • 2008
  • A view of the Orientalism that sees the Orient as the inferior Other, characterized by the heterogenic, eccentric, backward, and passive features, has been internalized in the unconsciousness of Westerners. 'Orientalism' which is the cultural device and the system of discourse to put Asia in the fixed frame of dominance was the West European centered term, designating Southwest Asia including South Europe and North Africa as Orient, and contained the idea that non-Western society could progress only with the acceptance of Western civilization. Accordingly, it is need to use this term deliberately. In addition, even though the Asian Look of the West, borrowing the images and costume styles of Asia has lost the original mentality of Asia, it was not initiated from the perception that sees Asia as the inferior Other. Since the Asian Ethnic Look is the Western costume, borrowing the image of Orient and style by being fascinated by Oriental Aesthetics, the attributes of it are different from those of Orientalism. Therefore, it is not appropriate to designate the Asian Ethnic Look as 'Orientalism Fashion' or 'Oriental Look' except for some eccentric manipulation of Asia costume and image. Instead, it is desirable to exchange the term 'Asian Look', 'Asian Fashion', and 'Asian Ethnic Look' upon occasions or the name of individual nation or region can be referred to as preferred alternatives. Today, Asia including Korea is taking the initiative in the World Fashion as one of central axes of World Fashion Industry, and cannot be interpreted from the perspective of West Centrism. Now, it's time to dissolve the dichotomous prejudice of the West centrism on Asia's own strength.

The Effects of Positivity and Negativity of Present and Future on Temporal distance judgment and Time expression (현재와 미래의 긍정성과 부정성이 시간적 거리 판단과 시간표현에 미치는 영향)

  • Lee, GoEun;Shin, HyunJung
    • Korean Journal of Cognitive Science
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    • v.29 no.4
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    • pp.265-281
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    • 2018
  • This study examines the effect of present and future situation on the temporal distance estimation to the future. The effect of present and future situation on time expression was verified. In Experiment 1, an experiment was conducted to investigated the effects of positivity/negativity situation of the present and the future on the judgment of subjective the distance to a certain future time. The results are as follows. When the present is positive and the future is negative, the future looks closer than the objective temporal distance and comes faster, When the present is negative and the future is positive, the future looks farther and comes slower. On the other hand, when the present and the future are both negative, the future looks coming slower. And when the present and the future are both positive, the future is expected to come faster. In Experiment 2, the cognitive and emotional aspects of subjective time through time expressions. It can be said to be 'the time of perseverance' in the sense of time for effort. On the other hand, when the present is positive compared to the future, the time seems go fast and we generally prefer to use cognitive expressions such as 'fast' and emotional expressions such as 'near' and 'pleasant' and 'flutter'. It is 'the time of availability', which means the time to enjoy and utilize.

컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료 개발 및 활용 방안

  • Im, Hae-Gyeong;Park, Eun-Yeong
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.563-589
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    • 2002
  • 고학년으로 갈수록 지필 환경에만 머무르는 현실 속에서 생활 및 예술 작품 등에서 수학적 원리와 개념을 발견하도록 하는 테셀레이션 수업은 학생들의 흥미와 호기심을 유발하고 수학의 아름다움을 느끼게 하는 것 이상으로 기하학적 사고의 기초를 학습하는데 도움을 줄 수 있다. 이에 본 연구는 4학년까지 적용되고 있는 7차 교육과정을 중심으로 새롭게 등장하고 있는 테셀레이션에 대한 이해 및 교수 학습 자료가 체계적으로 정비되어 있지 못한 현실적인 문제의 해결 방안으로서 테셀레이션을 활용한 수학 학습의 내용을 분석하여 교사들에게는 테셀레이션의 이해 및 교수 학습 자료로서 , 학생들에게는 수학의 기하적 개념들을 쉽고 재미있게 학습할 수 있는 학습도구로서 활용할 수 있도록 하는 것을 목적으로 테셀레이션을 구현할 수 있는 컴퓨터 소프트웨어를 활용하여 테셀레이션 교수 학습 자료를 개발하였고 이를 위해 다음과 같은 연구 내용을 설정하였다. 가. 테셀레이션의 정의와 예 그리고 종류를 알아보고 테셀레이션 속의 수학적 개념을 활용방법과 함께 제시한다. 나. 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 테셀레이션을 적용할 수 있는 내용영역을 분석하고 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한다. 다. 제작된 테셀레이션 교수 학습 자료의 효과적 활용을 위한 활용 방안을 탐색한다. 라. 제작된 테셀레이션 교수 학습 자료의 활용 효과를 알아보기 위해 적용 실험을 하고 이에 대한 학생들의 반응을 분석하여 학습의 효과를 밝힌다. 제작된 테셀레이션 교수 학습 자료의 적용 실험을 위하여 광주대성초등학교 6학년 한 반을 선정하였고 약 4주에 걸쳐 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료를 투입하여 4번의 활동수업을 실시하였다. 수업 후 작성된 학습지와 소감문 및 연구자에 의해 관찰된 수업내용을 바탕으로 다음과 같은 연구 결과를 얻을 수 있었다. 첫째, 제7차 초등 수학 교육과정 중 도형 영역과 규칙성과 함수 영역을 중심으로 컴퓨터 소프트웨어를 활용한 테셀레이션 자료를 제시한 결과 지필적 환경에서 제한적이었던 탐구하고 조작해보는 활동을 할 수 있는 역동적인 수학 실험실 환경이 제공됨으로써 도구적 이해가 아닌 관계적 이해를 하는 것을 확인할 수 있었다. 수학적 개념을 암기하는 것에서 벗어나 자연스런 조작을 통해 학생들이 개념을 이해하고 탐구하는 과정 속에서 학생들은 수학을 공부한다기 보다는 수학 속에서 재미있게 놀이한다는 생각을 가지고 수업에 참여하였고 배우는 즐거움을 알고 자신감을 가지며 더 나아가 창의적인 생각을 하도록 하는 기회를 줄 수 있었다. 둘째, 테셀레이션은 우리 생활 속에서 쉽게 발견할 수 있는 것으로 수학이 단순히 책에서만 한정되지 않고 다양한 분야 즉 디자인, 생활 속에서의 벽지문양과 포장지, 예술작품 등에 활용되고 있음을 체험함으로써 수학이 실생활에 광범위하게 활용되고 있음을 알게 하였다. 역으로 생활 속에서의 테셀레이션을 통해 수학적 개념을 찾는 과정을 통해 수학이 아름다우면서도 실용적이라는 생각을 심어줄 수 있었다. 셋째, 테셀매니아, GSP, 캐브리, 거북기하 등 평소 수업에서는 활용도가 적은 컴퓨터 소프트웨어를 활용함으로써 컴퓨터 소프트웨어 자체에서 오는 호기심뿐만이 아니라 직접 조작하여 테셀레이션 작품과 개념을 익히고 새로운 작품과 학습을 해 내는 과정을 통해 자신감과 성취감 등에 있어 큰 변화가 있음을 발견할 수 있었다. 컴퓨터 기능이 미숙한 학생의 경우 처음에는 당황해 하고 어려워하는 부분도 있었으나 조작할 시간적 여유를 주고 교사와 우수한 학생들이 도우미로서 역할을 잘해내어 나중에는 큰 어려움 없이 마칠 수 있었다. 테셀레이션이라는 용어가 아직은 생소한 현장에서 교수 학습 자료가 부족하고 그에 따른 이해도 부족한 현실 속에서 컴퓨터 소프트웨어를 활용한 테셀레이션 교수 학습 자료가 교수 학습 현장에 투입되어 유용하게 사용될 수 있는지 그 가능성을 조사한 것을 목적으로 한 본 연구의 결과로서 테셀레이션이라는 주제는 도형 영역과 규칙성과 함수 영역에서 평면 도형의 각과 모양 등의 성질을 탐구하게 하고, 대칭변환의 개념을 효율적으로 학습하게 할 수 있고, 반복되는 모양에서 규칙성을 발견하고 부분과 전체를 파악하여 패턴을 인지할 수 있게 하며 제작하고 분석하는 과정을 통해 여러 가지 수학적 개념과 수학적 창의성, 수학적인 아름다움을 느끼게 할 수 있음을 발견할 수 있었다. 또한 테셀레이션은 수학적 개념은 물론 수학과 미술, 수학과 일상 생활과의 연결성을 논의하고 확인하는 데 흥미로운 주제가 될 수 있다. 초등학교 교육과정에서 새롭게 도입되고 있는 테셀레이션을 활용하여 지도하기 위한 교수 학습 자료로 유용하게 사용될 수 있고 앞으로는 테셀레이션과 관련된 내용이 직접적으로 교육과정 내에서 다루어지고, 또한 테셀레이션을 적용한 수업이 학생들의 기하학적 사고 및 수학적 태도에 미치는 영향과 관련한 연구가 뒤따라야 할 것으로 본다.

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Cultural Opening & Animation (문화개방과 애니메이션)

  • Choi, Seung-Rak;Choi, Young-Chul
    • Cartoon and Animation Studies
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    • s.9
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    • pp.294-309
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    • 2005
  • The term 'animation' derived from the Latin 'anima' meaning spirit, life, or vitality. Although its original meaning was somewhat related to creation of life or incorporation of vitality into an inanimate or nonexisting entity by providing mobility through artificial manipulation, it is now used in a rather narrow sense to define collectively the cartoon-based films or tape-recordings and specialists who are involved in animation production or related areas are called animators. The current worldwide market for animation production is progressing and expanding enormously. Although the domestic animation market is ranked as third in the world in terms of overall quantity, the reality is that there are few high quality products that can compete with foreign animation products in the global markets. This issue is further discussed in this paper along with the current status of the domestic animation technology and production. This investigation concerns the comparative analysis of literature data on foreign and domestic animation, which can be a basis for the production of internationally competitive animation work.

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Developing a direct manipulation-based interface to OPAC system using term relevance feedback technique (용어적합성피드백기반-OPAC시스템에 대한 직접조작의 인터페이스 구축)

  • 이영자
    • Journal of Korean Library and Information Science Society
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    • v.26
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    • pp.365-400
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    • 1997
  • The interface design for most present query-base model of OPAC systems does not include the function to implement an iterative feedback process till the user arrives at satisfied search results through the interaction with the system. Also, the interface doesn't provide the help function for a user to select pertinent search terms. To formulate a query at the present OPAC system, a user should learn a set of syntax different from system to system. All of above mentioned things make an end-user feel difficult to utilize an OPAC system effectively. This experimental system is attempted to alleviate a few limitations of the present OPAC system by a n.0, pplying the direct-manipulation technique as well as the feedback principle. First, this system makes it unnecessary for a user to learn some syntax for query formulation by providing option buttons for access points. Second, this system makes it possible for a user to decide whether each displayed record is relevant or not, and for keywords included in the relevant records to be automatically stored in order to be used for later feedback. Third, in this system, the keywords stored in [sayongja yongeu bogyanham] can be deleted if unnecessary or can selected as search terms for a query expansion as well as a query modification. Fourth, in this system, after inputting the original query, the feedback process can be proceed without coming back to the previous search step until a user becomes satisfied with the search results. In conclusion, the searching behaviors of heterogeneous users should be continuously observed, analysed, and studied, the findings of which should be integrated into the design for the interface of the OPAC system.

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Designing a Environment in Computers and Mathematics Education (컴퓨터와 수학교육에서 환경의 설계)

  • Kim, Hwa-Kyung
    • Journal of Educational Research in Mathematics
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    • v.15 no.4
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    • pp.489-504
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    • 2005
  • In this paper, we design a environment in computers and mathematics education. For this purpose, we study two different points of view about relations between computers and mathematics education. As theoretical background, we also study constructionism and microworld. Next, we introduce functionization as a basic principle for computers and mathematics education. The concept of functionization focuses on the variation of mathematical objects, and it is a basic concept of both mathematics and computer science. We consider the concept of functionization as a paradigm for the research and practice of the computers and mathematics education. We also present the concept of functionization as a principle for designing a computer environment. Finally, we use the concept of functionization to integrate two famous microworlds, LOGO and DGS by introducing such objects as tiles and folding nets. Combining LOGO and DGS, we design a new microworld that can be used under the internet environment. We present tiles and folding nets to introduce how the concept of functionization is used to design a new microworld and to integrate two microworids.

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The Meaning and Symbolism of Skyscrapers (마천루의 의미와 상징성에 관한 연구)

  • Koo, Donghoe
    • Journal of the Korean association of regional geographers
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    • v.21 no.4
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    • pp.691-703
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    • 2015
  • The purpose of this study is to examine the various concepts related to tall buildings, the history of skyscrapers, and their symbolism of our time. First, skyscraper is a word used to describe a very tall building, and the "tall" is a relative concept dependent on time and place. There is no firm height cutoff of skyscrapers, and their practical meaning depends on both time and place. Second, there is academic disagreement over which building should be considered the first skyscraper. Skyscrapers in the modern sense began to emerge in the late nineteenth century. From this point, the world's tallest building was always in the United States (especially, New York and Chicago). However, since the late 1990s, the skyscrapers in Asian countries have taken the title of world's tallest building. Third, skyscrapers are not simply tall buildings, but symbolic images. They are symbols of capitalism, finance, and ambition. The symbolism of the skyscraper has three dimensions, such as the symbolism of height (size), capital (corporate power), and landscape.

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