• Title/Summary/Keyword: Inductive Abstract

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A Study on the Abstract Types of the Contemporary Landscape Design (현대조경디자인의 추상유형에 관한 연구)

  • Kim, Jun-Yon;Lee, Haeung-Yul;Bang, Kwang-Ja
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.1-11
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    • 2009
  • This study focuses on Abstract Types in Contemporary Landscape Design. The formation and artistry of contemporary landscape design reveals many areas which Previously have not been able to be expressed in scenic landscape thanks to the deviation of the genre in contemporary landscape and the hybridization that has occurred among architecture, landscape and art genres. The focus of this study is basic research concerning "the abstract", which is used as a creative artistic theory in a variety of art fields such as landscape, architecture and painting. Through a theoretical establishment of "the abstract", its process of change, and the discovery of its contemporary principles, the relationship between each art field in landscapes and the formation of the abstract, abstract language, and abstract properties have been studied. The use of the abstract in contemporary landscape design can be classified in three ways: Inductive abstract representing conceptual transcendental symbols not logically but rather through intuition and transcendental cognition to display the inner expressions, ideas and minds of the artists. Second, a deductive abstract represents an expansive, logical model for the simplification of objects, distortion, exaggeration based on knowledge and logical reasoning about objective fact based on traditional realism. The complexity of the abstract is a concept that is bound to both the deductive & inductive abstract. As a major trend, the concept of "The abstract" in contemporary landscape has been putting forth ever-deeper roots. New trends like abstract works and landscape architecture reflecting the artist's inner expression, in particular, will provide fertile soil for landscape in the future. Further research about the concept of "the abstract" will also be necessary in the time to come.

A Study on the Learning Shape Knowledge and Design with Inductive Generalization (귀납적 일반화를 이용한 형태지식의 습득과 디자인에 관한 연구)

  • Cha, Myung-Yeol
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.20-29
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    • 2010
  • Art historians and critics have defined the style as common features appeared in a class of objects. Abstract common features from a set of objects have been used as a bench mark for date and location of original works. Commonalities in shapes are identified by relationships as well as physical properties from shape descriptions. This paper will focus on how the computer and human can recognize common shape properties from a class of shape objects to learn design knowledge. Shape representation using schema theory has been explored and possible inductive generalization from shape descriptions has been investigated. Also learned shape knowledge can be used. for new design process as design concept. Several design process such as parametric design, replacement design, analogy design etc. are used for these design processes. Works of Mario Botta and Louis Kahn are analyzed for explicitly clarifying the process from conceptual ideas to final designs. In this paper, theories of computer science, artificial intelligence, cognitive science and linguistics are employed as important bases.

Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

An Intensive Interview Study on the Process of Scientists' Science Knowledge Generation (과학자의 과학지식 생성 과정에 대한 심층 면담 요구)

  • Yang, Il-Ho;Jeong, Jin-Su;Kwon, Yong-Ju;Jeong, Jin-Woo;Hur, Myoung;Oh, Chang-Ho
    • Journal of The Korean Association For Science Education
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    • v.26 no.1
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    • pp.88-98
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    • 2006
  • The purpose of this study was to analyze the process of scientists' science knowledge generation by employing four creative scientists as participants. Raw protocols were collected by an intensive interview method and then analyzed by a psychological modelling procedure. The present study showed that the process of knowledge generation divided into the processes of inductive, abductive, and deductive thinking. Furthermore, the inductive process in simple and operative observation was involved in the processes of generating a question, conjecture/prediction, designing an operational method, operation, and simple observation. Also, the abductive process had two components; question generation, and hypothesis generation which consisted of analyzing questions, searching explicans, and constructing hypothesis. Finally, the deductive process involved inventing abstract test methods, inventing abstract criteria, inventing concrete test methods, inventing concrete criteria, collecting results, and evaluating hypotheses and stating conclusions.

Design of Adaptive Electronic Commerce Agents Using Machine Learning Techniques (기계학습 기반 적응형 전자상거래 에이전트 설계)

  • Baek,, Hey-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.775-782
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    • 2002
  • As electronic commerce systems have been widely used, the necessity of adaptive e-commerce agent systems has been increased. These kinds of agents can monitor customer's purchasing behaviors, clutter them in similar categories, and induce customer's preference from each category. In order to implement our adaptive e-commerce agent system, we focus on following 3 components-the monitor agent which can monitor customer's browsing/purchasing data and abstract them, the conceptual cluster agent which cluster customer's abstract data, and the customer profile agent which generate profile from cluster, In order to infer more accurate customer's preference, we propose a 2 layered structure consisting of conceptual cluster and inductive profile generator. Many systems have been suffered from errors in deriving user profiles by using a single structure. However, our proposed 2 layered structure enables us to improve the qualify of user profile by clustering user purchasing behavior in advance. This approach enables us to build more user adaptive e-commerce system according to user purchasing behavior.

Endomorphic Modeling of Intelligent Systems : Intelligent Card Game Players (지능시스템의 내배엽성 모델링 : 지능적 카드 게임경기자)

  • Kim, Yeong-Gwang;Lee, Jang-Se;Ji, Seung
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1507-1518
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    • 1999
  • 본 논문은 제어대상체의 지식을 이용하여 적절한 의사결정을 내리거나 또는 지속적으로 변화하는 주변환경에 적응해 나갈 수 있는 지능시스템 설계를 위한 내배엽성 모델링 방법론을 제시한다. 이러한 지능적 내배엽성 시스템은 의사결정 모델, 지식기반의 내부모델, 그리고 내부모델의 구축모델 등을 기반으로 달성될 수 있다. 학습기능의 모델링을 위하여 수정된 귀납추론 방법과 적응형 전문가 시스템 방법이 제안되었다. 제시된 방법론은 지능적 학습 및 의사결정 기능을 갖춘 지능적 카드경기자 모델링의 예를 통하여 그 가능성을 검증하였다. Abstract This paper presents an endomorphic modeling methodology for designing intelligent systems that can determine by itself using its knowledge of the world and adapt itself to continuously changing circumstances. We have developed such an intelligent endomorphic system by integrating the decision making component and knowledge based internal model with internal model construction model. Learning capabilities are established using the modified inductive reasoning and adaptive expert system techniques we developed. Proposed methodology has been successfully applied to a design of intelligent card game players capable of supporting the intelligent learning and decision making.

Development of Instructional Models for Problem Solving in Quadratic Functions and Ellipses (이차함수와 타원의 문제해결 지도를 위한 멀티미디어 학습자료 개발)

  • 김인수;고상숙;박승재;김영진
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.59-71
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    • 1998
  • Recently, most classrooms in Korea are fully equipped with multimedia environments such as a powerful pentium pc, a 43″large sized TV, and so on through the third renovation of classroom environments. However, there is not much software teachers can use directly in their teaching. Even with existing software such as GSP, and Mathematica, it turns out that it doesn####t fit well in a large number of students in classrooms and with all written in English. The study is to analyze the characteristics of problem-solving process and to develop a computer program which integrates the instruction of problem solving into a regular math program in areas of quadratic functions and ellipses. Problem Solving in this study included two sessions: 1) Learning of basic facts, concepts, and principles; 2) problem solving with problem contexts. In the former, the program was constructed based on the definitions of concepts so that students can explore, conjecture, and discover such mathematical ideas as basic facts, concepts, and principles. In the latter, the Polya#s 4 phases of problem-solving process contributed to designing of the program. In understanding of a problem, the program enhanced students#### understanding with multiple, dynamic representations of the problem using visualization. The strategies used in making a plan were collecting data, using pictures, inductive, and deductive reasoning, and creative reasoning to develop abstract thinking. In carrying out the plan, students can solve the problem according to their strategies they planned in the previous phase. In looking back, the program is very useful to provide students an opportunity to reflect problem-solving process, generalize their solution and create a new in-depth problem. This program was well matched with the dynamic and oscillation Polya#s problem-solving process. Moreover, students can facilitate their motivation to solve a problem with dynamic, multiple representations of the problem and become a powerful problem solve with confidence within an interactive computer environment. As a follow-up study, it is recommended to research the effect of the program in classrooms.

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Defining Emotionalized Product and EP Design Process (Emotionalized Product의 규명과 디자인 프로세스 -제품에 집중된 실행적 감성 접근을 위한 디자인 프로세스-)

  • Seok, Jin-Min;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.791-798
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    • 2009
  • The goal of this study is leading discussion on emotional design focused on product domain and approaching it through a practical way so that it'll be able to help designers in their real design work when they design products in an emotional way. Discussions on emotions are remaining on abstract levels and only focusing on 5 senses even though the importance of emotions are increased. But much more is needed to apply emotions in the product domain because these are not the proper forms for applications and they only cover limited parts of it. Therefore, in this study we proposed the notion of 'Emotionalized Product' and defined it into a practical level. We extracted 5 useful frameworks of 'Emotionalized Product(EP)' as a results; EP Media, EP Procedure, EP Level, EP Character, and EP Value. Then we clarified EP with these frameworks. After that, we extracted 2 frameworks: Domain Structure, and EP Opportunity, to combine EP with a real product. Finally we proposed the EP Design Process consisted of Inductive and Deductive Process based on previous work. It can be shared by designers as a base of designing system, and it also can be helpful to design products more successfully with an emotional approach.

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