• Title/Summary/Keyword: Similarity theory

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The Effect of an Instruction Using Analog Systematically in Middle School Science Class (중학교 과학 수업에서 비유물을 체계적으로 사용한 수업의 효과)

  • Noh, Tae-Hee;Kwon, Hyeok-Soon;Lee, Seon-Uk
    • Journal of The Korean Association For Science Education
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    • v.17 no.3
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    • pp.323-332
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    • 1997
  • In order to use analog more systematically in science class, an instructional model was designed on the basis of analogical reasoning processes (encoding, inference, mapping, application, and response) in the Sternberg's component process theory. The model has five phases (introducing target context, cue retrieval of analog context, mapping similarity and drawing target concept, application, and elaboration), and the instructional effects of using the model upon students' comprehension of science concepts and motivation level of learning were investigated. The treatment and control groups (1 class each) were selected from 8th-grade classes and taught about chemical change and chemical reaction for the period of 10 class hours. The treatment group was taught with the materials based on the model, while the control group was taught in traditional instruction without using analog. Before the instructions, modified versions of the Patterns of Adaptive Learning Survey and the Group Assessment of Logical Thinking were administered, and their scores were used as covariates for students' conceptions and motivational level of learning, respectively. Analogical reasoning ability test was also administered, and its score was used as a blocking variable. After the instructions, students' conceptions were measured by a researcher-made science conception test, and their motivational level of learning was measured by a modified version of the Instructional Materials Motivation Scale. The results indicated that the adjusted mean score of the conception test for the treatment group was significantly higher than that of the control group at .01 level of significance. No significant interaction between the instruction and the analogical reasoning ability was found. Although the motivational level of learning for the treatment group was higher than that for the control group, the difference was found to be statistically insignificant. Educational implications are discussed.

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Pain, Acupuncture and Brain Imaging (통증, 침술 및 뇌영상)

  • Kwak, Yong-Ho;Won, Ran;Lee, Hye-Jung;Lee, Bae-Hwan
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.551-558
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    • 2010
  • Pain is very complex and multi-level experience that should be objective or subjective. Acupuncture is a traditional method to heal the pain and have been based on meridian theory. There have been many clinical evidences showing the pain-relieving effect of acupuncture but science-based understanding of it was poor. Furthermore in daily life, we feel huge gap between the source of pain and pain control by acupuncture stimulation. However, the underlying connection between pain control and acupuncture stimulation has been reported in many recent reports. In this paper, we briefly introduce the brain imaging techniques (functional magnetic resonance images, positron emission tomography, electroencephalograph, and magnetoencephalography) and review researches in pain and acupuncture. Through this, the brain areas that activated by pain and acupuncture will be verified, and compared each other regarding their specificity and similarity. In addition, detailed understanding of brain function which is related to pain and acupuncture analgesia through brain imaging techniques will be discussed.

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Multidimensional scaling of categorical data using the partition method (분할법을 활용한 범주형자료의 다차원척도법)

  • Shin, Sang Min;Chun, Sun-Kyung;Choi, Yong-Seok
    • The Korean Journal of Applied Statistics
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    • v.31 no.1
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    • pp.67-75
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    • 2018
  • Multidimensional scaling (MDS) is an exploratory analysis of multivariate data to represent the dissimilarity among objects in the geometric low-dimensional space. However, a general MDS map only shows the information of objects without any information about variables. In this study, we used MDS based on the algorithm of Torgerson (Theory and Methods of Scaling, Wiley, 1958) to visualize some clusters of objects in categorical data. For this, we convert given data into a multiple indicator matrix. Additionally, we added the information of levels for each categorical variable on the MDS map by applying the partition method of Shin et al. (Korean Journal of Applied Statistics, 28, 1171-1180, 2015). Therefore, we can find information on the similarity among objects as well as find associations among categorical variables using the proposed MDS map.

Learning from Instruction: A Comprehension-Based Approach (지시문을 통한 학습: 이해-기반 접근)

  • Kim, Shin-Woo;Kim, Min-Young;Lee, Jisun;Sohn, Young-Woo
    • Korean Journal of Cognitive Science
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    • v.14 no.3
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    • pp.23-36
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    • 2003
  • A comprehension-based approach to learning assumes that incoming information and background knowledge are integrated to form a mental representation which is subsequently used to incorporate new knowledge. It is demonstrated that this approach can be validated by comparing human and computational model performance in the prompt learning context. A computational model (ADAPT-UNIX) based on the construction-integration theory of comprehension (Kintsch, 1988; 1998) predicted how users learn from help prompts which are designed to assist UNIX composite command production. In addition, the comparison also revealed high similarity in composite production task performance between model and human. Educational implications of present research are discussed on the basis of the fact that prompt instructions have differential effect on learning and application as background knowledge varies.

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Development of Contents in Fundamental Design Education for Fashion Design (패션디자인 교육에 있어서 기초조형 교육내용 개발)

  • Cho, Jung-Mee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.8
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    • pp.1265-1276
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    • 2010
  • The carelessness of basic design form in education can result in a lack of creativeness and critical thinking ability that will decrease adaptability in a rapidly changing fashion industry. If the fashion education just repeats the previous education of basic form of design, it will be impossible to create original value in fashion design. It is necessary to re-establish the characterized program of the basic form of design education. This study develops concrete educational contents of the basic form of design that can be applied to fashion design through the study of the fundamentals and the concepts of the basic form of design. This study is the basis for the cultivation of talented designers with creativity, forming ability, problem solving skills, and critical thinking ability. The research method is the fundamentals, specialty publications, and designs studied. As a result, an education program for the basic form of design to be used in fashion design education was developed. The development of education contents of the basic form of design has been developed as the plane form that aims the perceptual and emotional effects through the expression of the objects, through the use of dots, lines and planes that are the basics in forming practice and the expression of the abstract images. This suggests subjects composed of the various progressive forming conditions with the abstract dots and lines. In this subject and during the process of the idea, development, and fashion design, the overall unity, harmony, and the theory of gestalt (closure, proximity, and similarity) has been obtained. As a result, the content of the subjects was developed from the perspective that comprehensive decision making skills made from the process can lead to an improved sense of the fashion design.

Fractal Compression using Range Block Coherence (레인지 블록 유사성을 이용한 프랙탈 압축)

  • Kim, Young-Bong;Lee, Yun-Jung
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.2
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    • pp.117-122
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    • 2000
  • The fractal image compression is based on the self-similarity that some area in an image is very similar to others. This compression method offers high compression ratio and fast decompression, but it has very long encoding time. To cut-off the encoding time, most researches give a restriction on domain blocks to be compared with a range block or make an effective search sequence of the domain blocks for a range block. However, most of them take much encoding time yet. In this research, we propose an algorithm that greatly reduces the encoding time by considering the coherence between range blocks. This algorithm first classifies all range blocks into some groups using the coherence between range blocks, and then searches corresponding domain blocks only for the key block of each group. If this scheme is joined in a prior work of the other fractal compression algorithm, it will give a great effectiveness to encoding time.

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A Conical Indentation Technique Based on FEA Solutions for Property Evaluation (유한요소해에 기초한 원뿔형 압입 물성평가법)

  • Hyun, Hong-Chul;Kim, Min-Soo;Lee, Jin-Haeng;Lee, Hyung-Yil
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.33 no.9
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    • pp.859-869
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    • 2009
  • The sharp indenters such as Berkovich and conical indenters have a geometrical self-similarity in theory, but different materials have the same load-depth curve in case of single indentation. In this study, we analyze the load-depth curves of conical indenter with angles of indenter via finite element method. From FE analyses of dual-conical indentation test, we investigate the relationships between indentation parameters and load-deflection curves. With numerical regressions of obtained data, we finally propose indentation formulae for material properties evaluation. The proposed approach provides stress-strain curve and the values of elastic modulus, yield strength and strain-hardening exponent with an average error of less than 2%. It is also discussed that the method is valid for any elastically deforming indenters made of tungsten carbide and diamond for instance. The proposed indentation approach provides a substantial enhancement in accuracy compared with the prior methods.

An Energy-Efficient and Practical Duty-Cycling Mechanism on Building Automation and Home Sensor Networks (빌딩 자동화 및 홈 센서 네트워크에서 에너지 효율적이고 실용적인 듀티사이클링 메커니즘)

  • Kim, Mi-Hui;Hong, June-S.
    • Journal of Internet Computing and Services
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    • v.13 no.3
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    • pp.23-30
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    • 2012
  • In order to show the gap between theory and practice, this paper first gives some experimental results for theoretical and real neighbor sets on a test-bed sensor network. The results prove that existing management protocols (e.g., duty-cycling, routing or aggregation) based on the theoretical communication radius cannot achieve their original goal, efficiency. In this paper, we present a practical duty-cycling mechanism based on the real neighbor set, allowing for energy-efficiency. It also guarantees to suppress duplicated transmissions of sensing values with similarity within a specific threshold in each zone (i.e., a portion of intended divided network). Simulation results performed with a set of real sensor data show that our mechanism increases the network life time while guaranteeing the transmission of necessary sensing values.

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

Real-time Rendering of Realistic Grasses Using Fractal and Shader-Instancing (프랙탈과 셰이더 인스턴싱 기법을 이용한 자연스러운 잔디의 실시간 렌더링)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.298-307
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    • 2010
  • The grass is one of important components that cover the wide surfaces in the application such as game or real time simulation. Actually, it not easy to render effectively numerous grasses that grow over the wide terrain. To solve the difficulty, we must find a solution to the two contradictions in terms : quality and calculation cost. As a solution to the above-mentioned task, in this paper, we propose an efficient method to represent the natural grasses by introducing fractal theory and instancing technique. Although the existing grass representation methods make use of a simple rule of applying a basic grass model repeatedly in rendering process, on the contrary we take advantage of the basic property of fractal's self-similarity and we devise a natural representation method suited to the given environment by introducing two important growth factors such as nature of terrain and quantity of light, and finally we apply a GPU-based shader instancing technique to rendering numerous grass models in real-time.