• Title/Summary/Keyword: 4가지 요소

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유한요소법의 기본리론과 응용(II) -방향변환에 따르는 변환 매트릭스-

  • 김항욱
    • Journal of the KSME
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    • v.17 no.1
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    • pp.40-44
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    • 1977
  • 먼저번에는(대한기계학회지 제16권 제4호 1976) 유한요소법의 중심부를 통하는 기본로선을 따라 가면서 기초 개념을 해설하였다. 이 해설에서 앞으로 취급될 사항은 다음과 같다. 1. 트러스 구조물의 정역학적 문제를 예제로 다루며 방향변환에 따르는 "변환매트릭스"해설 2. 기둥의 탄성 안정 문제를 예제로 다루며 비 선형 문제에서 등장하는 "추가 강성매트 릭스 (Incremental Stiffness Matrix)[N]의 해설 3. 1차원 문제에 있어서의 여러 가지 유한요소 해설 4. 2차원 문제에 있어서 평면형을 갖는 여러 가지 유한요소 해설 5. 2차원 문제에 있어서 곡면형을 갖는 여러 가지 유한요소 해설 6. 유한요소법의 발전 전망 7. 전자계산기 프로그래밍에 있어서의 여러문제 해설의 대상자는 공과대학 기계계열의 상급학년 학생 또는 고체역학 부문에 경력을 갖는 기술자 들로서 이 부문의 기본지식을 갖고 있는 자로 한다. 이번회에는 유한요소의 자유도 즉 미지상 수로 다루어지는 자변수의 좌표축이 바뀔 때 부수적으로 등장하는 변환 매트릭스에 대하여 해 설한다.트릭스에 대하여 해 설한다.

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Comparison with the 6th and 7th Science Curricular for Inquiry Skill Elements in the Elementary and Secondary School (초.중.고등학교 탐구 기능 요소에 대한 6차와 7차 과학 교육 과정의 비교)

  • Ha, So-Hyun;Kwack, Dae-Oh;Sung, Min-Wung
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.102-113
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    • 2001
  • In order to compare with the 6th and 7th science curricular for the inquiry skill elements in the elementary and secondary school, we divided skill domains into five classes which were process skill, step skill for inquiry instruction, inquiry activity skill, manipulative skill and breeding-farming skill. And then we investigated the kinds and frequencies for the inquiry skill elements of the 6th and 7th curricular in the elementary and secondary school. The results were as follows: 1. The total kinds of inquiry skill element showed 17 kinds in the 6th curriculum and 23 kinds in the 7th. Therefore, the 7th curriculum was higher 1.4 times than the 6th curriculum in the kinds of skill elements. 2. The total frequencies for the inquiry skill elements of the 6th curriculum were 408 and those of the 7th were 729. Therefore, the 7th curriculum was about 1.8 times as many as the 6th. 3. In the kinds of inquiry skill elements according to the school levels, the course of the elementary school showed 14 kinds in the 6th curriculum and 18 kinds in the 7th. The course of middle school showed 7 kinds in 6th and 16 kinds in 7th. The integrated science course of high school was 10 kinds in the 6th and 10 kinds in the 7th. The skill elements in four science curricular of the high school course showed total 11 kinds in the 6th and 21 kinds in the 7th. And then the kinds of inquiry skill elements of the 7th curriculum in the middle and high school course showed about 2 times as many as the 6th curriculum. In the school level, the increase of skill elements showed the highest in the middle school course, and then in the high school course. 4. The total skill elements from the elementary school to the high school in the 6th science curriculum showed 17 kinds and in the order from the highest to the lowest rates, such as experimenting 20%, observing 15%, interpreting and analyzing data 13%, investigating 9%, measuring 7%, drawing a conclusion and assessment 7%, discussion 6%, communicating 5%, classifying 4%, recognizing problems and formulating hypothesis 4%, predicting 3%, designing and carrying out an experiment 3%, collecting and treating data 2%, manipulating skill 1%, modeling 0.5%, breeding and farming 0.3% and inferring 0.2%. 5. The total skill elements from the elementary school to the high school in the 7th curriculum appeared 23 kinds and in the order from the highest to the lowest rates, such as drawing a conclusion and assessment 31%, investigating 14%, collecting and treating data 8%, observing 7%, experimenting 7%, recognizing problems and formulating hypothesis 6%, interpreting and analyzing data 4%, measuring 3%, discussion 3%, manipulating skill 3%, modeling 3%, classifying 2%, project 2%, educational visits 1%, controlling variables 1%, predicting 1%, inferring 1%, operational definition 1%, communicating 1%, designing and carrying out an experiment 0.3%, breeding and farming 0.3%, applicating a number 0.2% and relating with time and space 0.2%. In the conclusion, the 7th curriculum was added 6 kinds of skill elements to the 6th curriculum, such as operational definition, applicating a number, relating with time and space, controlling variables, educational visits and project.

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Elementary Pre-service Teachers' Perception on the Importance and Performance of Good Instruction (초등 예비교사의 좋은 수업에 대한 중요도와 실행도 인식)

  • Jo, Miheon
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.435-446
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    • 2020
  • This research analyzed elementary pre-service teachers' perception on the importance and performance of major factors that constitute good instruction, and attempted to find ways to improve pre-service teacher education. A survey was conducted to 157 pre-service teachers who were senior students at a university. The questionnaire consisted of four main areas of good instruction and major factors for each area, and the importance and performance of each factor were answered on a 5-point scale. As the result of the t-test on the difference between importance and performance, significant differences were found between the importance and performance of all 24 factors. In addition, the importance-performance analysis showed that there were 3 factors to be concentrated for the improvement, 9 factors to be kept up because of their good work, 9 factors to have low priority, and 3 factors to avoid excessive effort. Based on the results, the research proposed issues to be considered in organizing and operating the elementary pre-service teacher education program.

Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

Interactions among PCK Components of Pre-service Secondary Chemistry Teachers Considered in Processes of Making Written Test Items (중등 예비 화학교사의 지필평가 문항 제작 과정에서 고려된 교과교육학 지식(PCK) 구성 요소 사이의 상호작용)

  • Noh, Taehee;Park, Jaesung;Kang, Hunsik
    • Journal of The Korean Association For Science Education
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    • v.36 no.5
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    • pp.769-781
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    • 2016
  • This study investigated the interactions among the PCK components of pre-service secondary chemistry teachers considered in the processes of making written test items individually and in small groups. The processes of making written test items individually for 8 pre-service teachers was studied through the think-aloud method. The analysis of the results revealed that the 'assessment in science education' of the five PCK components was most frequently used in making test items. 'Curriculum for science education,' 'subject matter knowledge,' and 'students' were also frequently used although fewer than the previous component. However, 'instructional strategies and instruction for science education' was hardly used. The integrations between two or three components with various types were frequently found. However, integrations among four to five components were not found. The processes of making written test items in two small groups consisting of four pre-service teachers were observed. The analysis of the results revealed that the PCK components used in small groups were similar to those in the individual processes. However, 'curriculum for science education' was less frequently used, and the numbers of subcategories used at a relatively high frequency increased from other four components in small groups. In the aspects of integration, the proportion of the integrations between two components decreased and that for three components increased compared with those in the individual processes. The integrations among four or five components were also newly found. However, the integrations of 'curriculum for science education' with the other components were less frequently found. The integrations of 'instructional strategies and instruction for science education' with other components were still hardly found.

Effect of design elements of Block Stripe Pattern on Sensibility (블록 스트라이프 패턴의 디자인 요소가 감성에 미치는 영향)

  • 이영진;정혜진;박희주;이주현;조길수
    • Science of Emotion and Sensibility
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    • v.5 no.3
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    • pp.21-28
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    • 2002
  • In order to reflect emotion and sensibility of consumers to textile pattern design, the effect of design elements of block stripe pattern on sensitivity was investigated. The stimuli were manipulated with 4 design elements of value difference (3 levels), arrangement (2 levels), width (2 levels) and interval (3 levels). Among the 36 combinations, 27 stimuli, which showed independent sensibility results in the pretest, were adopted as final stimuli. Male and female university students (n=30) evaluated each sensibility subjectively using a questionnaire developed for this study. The effect of design elements on 12 sensibility dimensions drawn by factor analysis and the relationships between the physical quantities of each stimulus and the sensibilities were investigated. As the results of ANOVA for the effect of design elements on sensibility, there were more significant differences in sensibility in the orders of value difference, interval, width, and arrangement. The value difference showed the highest explanatory power. Looking at the sensibility differences according to the level of design elements, the narrower the width of the stripe, the more 'humble', 'clean', 'modern', 'simple', and 'comfortable', and the narrower the interval between stripes, the more 'impressive' and 'conservative' The smaller the value difference, the more 'luxurious', 'modern', 'humble', 'simple', 'soft', and 'clean'. Regression models to predict the 12 sensibilities showed higher values of goodness of fit except 'conservative', 'casual' and 'modern', which were all over 0.6. Based on these results, 2 design prototypes reflecting consumer's sensibility were presented.

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Two Method for Evaluation of the Dipole Moment Matrix Elements (쌍극자모멘트 행렬요소를 계산하는 두가지 방법)

  • Sangwoon Ahn
    • Journal of the Korean Chemical Society
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    • v.22 no.4
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    • pp.229-238
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    • 1978
  • Two methods for evaluation of the dipole moment matrix elements are developed, one using the expansion method for spherical harmonics and the other the transformation method of the dipole moment matrix elements into overlap integrals for Mulliken. The numerical values of the dipole moment matrix elements evaluated by two methods are in agreement with each other.

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Research of immersive elements for Fun Game (재미있는 게임의 몰입요소 연구)

  • Ahn, Seon-Min;Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.39-40
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    • 2015
  • '재미있는 게임은 성공한다.'는 가정 아래 본 논문에서는 재미있는 게임이 가지고 있는 몰입 요소들을 연구한다. 연구의 목적은 성공한 게임들을 분석하여 어떤 몰입 요소들을 제공하는지를 파악함으로써 개발할 게임의 성공 가능성을 더 높이는 것이다. 본 연구에서는 Nicole Lazzaro이 제시한 '4 Keys to Fun'을 활용하여 성공한 게임들을 분석함으로써 재미있는 게임이 제공하는 몰입요소를 찾아보았다.

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Analysis on Characteristic of Elementary Science-Gifted Education Winner Programs in Gifted Education Database Focusing on Scientific Creativity (과학적 창의성 관점에서 살펴본 영재교육종합 데이터베이스(GED)의 초등 과학영재교육 프로그램 특징 분석)

  • Yun, Jihyeon;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.145-161
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    • 2021
  • This study analyzes the characteristic of elementary science-gifted education winner programs in Gifted Education Database (GED) focusing on scientific creativity. For this purpose, an analysis framework to analyze the programs was developed and a total of 840 inquiry activities from 55 winner programs were analyzed according to the analysis framework. The analysis of the results reveal that 'scientific inquiry skill' of the five scientific creativity components was most frequently included in the activities. 'Scientific knowledge content' and 'creative thinking' were also frequently included. However, 'problem solving ability' and 'common factor' were a little included. In the aspects of integration, the integrations between two or three components with five or eight types were frequently found. No integrations were also frequently included although less than the previous categories. The integrations among four with four types or five components were also slightly found. 'Scientific knowledge content', 'scientific inquiry skills', and 'creative thinking' with other components were more frequently found. However, the integrations of 'common factor' or 'problem solving ability' with the other components were less frequently found. Educational implications of these findings are discussed.

A Study of The Correlation between Sensibility factor and Figurative element in the Design of Web Site (웹 디자인에서 감성요인과 조형요소 간의 상관관계에 대한 연구)

  • Sin, Eun-Joo;Kim, Eun-Mi;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.619-626
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    • 2006
  • 본 연구는 웹이라는 환경에서의 감성에 대해 연구하고자 하였으며, 크게 2단계로 진행되었다. 첫 번째 단계로, 웹에서의 감성요인과 감성구조모형을 개발 하였다. 두 번째 단계에서는 위 연구를 바탕으로 웹 디자인에서의 감성요인과 조형요소 간의 상관관계를 알아보고자 하였다. 감성구조모형 내에서 4 가지 대표적인 감성을 분석하고, 그 표본 사이트를 선정하여, 감성이 다른 이 4 가지 사이트가 조형요소의 변형을 통해 어떻게 감성이 달라지는지를 조사 분석하였다. 감성요소와 조형요소 간의 상관관계를 밝힘으로서, 디자이너가 감성적 디자인을 함에 있어서 제작과 평가에 보다 이성적인 가이드 라인을 제시, 성공적인 감성디자인 구현에 도움이 될 것으로 기대된다.

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