• Title/Summary/Keyword: Cognitive Structure

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Interlaced Scanning Volume Raycasting (비월주사식 볼륨 광선 투사법)

  • Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.89-96
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    • 2009
  • In general, the size of volume data is large since it has logical 3D structure so it takes long time to manipulate. Much work has been done to improve processing speed of volume data. In this paper, we propose a interlaced scanning volume rendering that reduce computation time by using temporal coherence with minimum loss of image quality. It renders a current frame by reusing information of previous frame. Conventional volume raycasting renders each frame by casting rays on every pixels. On the other hand, our methods divided an image into n-pixel blocks, then it casts a ray on a pixel of a block per each frames. Consequently, it generates an image by accumulating pixel values of previous n frames. The quality of rendered image of our method is better than that of simple screen space subsampling method since it uses afterimage effect of human cognitive system, and it is n-times faster that the previous one.

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An Analysis of Codes on Brand Image in Fashion Advirtsing (의류 광고에 나타난 상표 이미지의 코드 분석)

  • 한명숙;나수임
    • The Research Journal of the Costume Culture
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    • v.5 no.4
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    • pp.68-79
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    • 1997
  • In this thesis which takes fashion advertising that functions a marketing communication as an objective, I try to bear witness to the signifying system of garments though analyzing with semiotic methodology the signifying procedure on the base of the structural concept of Ferdinand de Saussure and the advertisement semiotic theory of Roland Barthes, to make clear their signifying structure and it meaning by understanding the characteristics of contemporary society and its cognitive system. Each sign of fashion advertising transfers the brand image through syntagmatic signification which contains the mythology of goods. Mannish style is encoded as tailored jacket, white shirt, H-silhouette and pants, non-color or being color, and it is presented as a clothing sign of casual wear for career women. Feminine style is encoded as X-silhouette, soutien collar suit style, various colors, and other details with womanly image, and it is presented as a clothing sign for maid or young wife 20\`s or 30\`s. Formal style is encoded as jacket vest, inner wear(blouse), two and three piece dress by pants or skirt and one-piece dress, and it is used in every age and class. Casual style is similar to formal style, but differs only in textile code. Clothing sign for housewives in middle age is encoded as H-silhouette of formal style, long jacket and pants and brown, being and grey colors. Contemporary popular phenomena in the signification of fashion advertising, and its temporal ideology reflected are as follows; According to the context of fashion advertising in the middle of 1990\`s, its fashion is that first, military look applied from the designs of various sort of military uniform and vest look and pant style applied from dandy-style imitated from man\`s wear are popuar. This mean that it reflects the change of point of view on woman\`s role in society today. That is, due to the equality between man and woman, it mirrors the ideology of feminism, and then, describes beautifully professional woman with carrer. Second, because that individualism is underlied for the change of consumer\`s consciousness, standardized popularity is disappeared, and in accordance with the mixture of various trends and personalities proposed every season, layered look that emphasizes individualism, easiness and naturalness is popular.

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A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

Framework for Socially Intelligent Agent using Three-Layered Affect Functioning Model (3단계의 사고 작용 모델을 응용한 사회적 감성지능 에이전트 프레임워크)

  • Shin, Hun-Yong;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.522-527
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    • 2008
  • Socially Intelligent agent is the agent not only having the ability to recognize and to process human affect through learning and adaptation, but also having human-like social intelligence. By making human feel familiar with the computer, the agent is expected to enhance human-computer interaction (HCI) by providing users with the personalized services and interfaces. This paper proposes the framework for socially intelligent agents behaving socially according to the emotions recognized by ID3 algorithm and psychological OCC model. Also, the agent could process with the emotion to make socially intelligent response through three layered affect functioning model. Finally, the proposed agent can be applied for the development and application of socially intelligent agent in wide areas as the agent framework having similar affect and cognitive structure with human being.

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Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.271-280
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    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

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An Evaluation of A Youth Reading Promotion Program: Focusing on '1318 Bookworm Program' (청소년 독서진흥 프로그램 운영평가 - '1318 책벌레들의 도서관 점령기'를 중심으로 -)

  • Ha, Eun-Hye;Chang, Yun-Keum;Kwon, Na-Hyun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.2
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    • pp.181-200
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    • 2011
  • This study purposed to evaluate a youth reading promotion program that is designed and operated by the National Library for Children & Young Adults. The study specifically assessed the '1318 Bookworm Program' by conducting an in-depth survey and a focus group interview for school librarians who had participated in the program between 2007 and 2010. According to the study findings, the program participants were highly satisfied with the program outcomes. The librarians believed that the program brought positive effects on the cognitive, emotional, and social developments of the participated teens. Among the 1318 program operation process, namely designing, planning, and implementation, both planning and implementation processes were the determining factors for the outcome satisfaction. Finally, study participants expressed the needs for increasing the number of the certified professional school librarians active in the field, expanded organization structure, and further research on youth reading promotion programs in order to facilitate the program support and to enhance its efficiency. They also suggested diversified program contents development and the dissemination of manuals for youth reading promotion programs.

A Comparative Study on the Constructivism and the Structuralism as the Educational Methods (교육방법으로서의 구성주의와 구조주의의 비교연구)

  • Suh, Jin-Won
    • Journal of Korean Library and Information Science Society
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    • v.40 no.4
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    • pp.81-92
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    • 2009
  • I studied in this paper on the comparative study between the constructivism and the structuralism as the educational methods. On the constructivism in educational methods they say that knowledge is constructed subjectively by person individually(cognitive constructivism) or by persons reciprocally in the society(social constructivism). On the structuralism in educational methods they say that knowledge(structure) is in the closed-end text objectively and person pursue and identify this objective knowledge in the closed-end text. But on the post-structuralism(neostructuralism) they say that the text is not closed-ended but open-ended. So constructivism is consistent with post-structuralism. Education include application of knowledge and awareness of knowledge on my opinion. Education on application of knowledge is more important in this knowledge based society. Constructivism connote the application of knowledge in the education. School library media center and media specialist(teather-librarian) are essential elements of this application of knowledge in the education.

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Design and FPGA Implementation of FBMC Transmitter by using Clock Gating Technique based QAM, Inverse FFT and Filter Bank for Low Power and High Speed Applications

  • Sivakumar, M.;Omkumar, S.
    • Journal of Electrical Engineering and Technology
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    • v.13 no.6
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    • pp.2479-2484
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    • 2018
  • The filter bank multicarrier modulation (FBMC) technique is one of multicarrier modulation technique (MCM), which is mainly used to improve channel capacity of cognitive radio (CR) network and frequency spectrum access technique. The existing FBMC System contains serial to parallel converter, normal QAM modulation, Radix2 inverse FFT, parallel to serial converter and poly phase filter. It needs high area, delay and power consumption. To further reduce the area, delay and power of FBMC structure, a new clock gating technique is applied in the QAM modulation, radix2 multipath delay commutator (R2MDC) based inverse FFT and unified addition and subtraction (UAS) based FIR filter with parallel asynchronous self time adder (PASTA). The clock gating technique is mainly used to reduce the unwanted clock switching activity. The clock gating is nothing but clock signal of flip-flops is controlled by gate (i.e.) AND gate. Hence speed is high and power consumption is low. The comparison between existing QAM and proposed QAM with clock gating technique is carried out to analyze the results. Conversely, the proposed inverse R2MDC FFT with clock gating technique is compared with the existing radix2 inverse FFT. Also the comparison between existing poly phase filter and proposed UAS based FIR filter with PASTA adder is carried out to analyze the performance, area and power consumption individually. The proposed FBMC with clock gating technique offers low power and high speed than the existing FBMC structures.

Online Community Design: Review of Frameworks and Developing Online Community Construct

  • Oh Ki-Tae;Lee Kun-Pyo
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.131-142
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    • 2006
  • The purpose of this study is to develop an online community construct, which proposes an inclusive illustration of the structure of online communities, for online community designers. This study reviewed researches from psychology, sociology, management engineering, and practical reports to understand the characteristics and dynamics of online communities. The proposed online community construct visualizes the cognitive, affective, and behavioral aspects of online community. As the notion of community originates from geographical groups, and with the assumption that geographical community shares identical characteristics with online community, this study reviewed researches about geographical communities as a starting-point. Then the study went through three main perspectives (1) online community attributes, (2) sense of online community and (3) challenges of online community. Then this study proposed an online community construct that encompasses the reviewed frameworks. The online community can be seen as a congregation of members from two sources. One is from the 'Shared Goal' that meets the personal needs. Given the shared goal, members gather into the community without personal relationship and have more chances to feel the sense of belonging to their needs fulfillment or benefit. This befitting tendency leads to strengthening of membership. Public online forums fall under this classification. The other source is from the emotional connections that are already initiated by personal and casual contacts in the real world. The network of emotional connection can evolve into an online congregation of people under faint boundaries. Although there is no (or weak) shared goal, members are strongly bound to other members. Personal homepage or web log (blog) can be classified as an example of relationship-oriented community.

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A Study on the Cases of the Problem Posing which the Mathematically Gifted Students Made in the NIM Game (수학영재들이 NIM 게임 과제에서 만든 문제 만들기 사례 분석)

  • Song, Sang-Hun;Chong, Yeong-Ok;Yim, Jae-Hoon;Shin, Eun-Ju;Lee, Hyang-Hoon
    • Journal of Educational Research in Mathematics
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    • v.17 no.1
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    • pp.51-66
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    • 2007
  • The purpose of this study is to analyse the cases of the posed problems while the mathematically gifted students are playing the NIM game. The findings of a qualitative case study have led to the conclusions as follows. Most of all mathematically gifted students in the elementary school are not intend to suggest the solutions of the posed problem unless the teacher or the 'problem is requested. But a higher level of promising children were changing each data components of a problem in a consistent way and restructuring the problems while controlling their cognitive process. This is compared to that a relatively lower level of promising children tends to modify one or two data components instantly without trying to look at the whole structure. And we gave 2 suggestions to teach the mathematically gifted students in the problem posing.

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