• Title/Summary/Keyword: drawing expression

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An Analysis on Elementary Students' Error Types of Word Problem Solving Strategy (초등학생들의 문제해결전략에 따른 오류 유형 분석)

  • Kim, Young A;Kim, Sung Joon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.1
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    • pp.113-139
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    • 2013
  • The purpose of this study is to provide informations about cause of failures when students solve word problems by analyzing what errors students made in solving word problems and types of error and features of error according to problem solving strategy. The results of this study can be summarized as follows: First, $5^{th}$ grade students preferred the expressions, estimate and verify, finding rules in order when solving word problems. But the majority of students couldn't use simplifying. Second, the types of error encountered according to the problem solving strategy on problem based learning are as follows; In the case of 'expression', the most common error when using expression was the error of question understanding. The second most common was the error of concept principle, followed by the error of solving procedure. In 'estimate and verify' strategy, there was a low proportion of errors and students understood estimate and verify well. When students use 'drawing diagram', they made errors because they misunderstood the problems, made mistakes in calculations and in transforming key-words of data into expressions. In 'making table' strategy, there were a lot of errors in question understanding because students misunderstood the relationship between information. Finally, we suggest that problem solving ability can be developed through an analysis of error types according to the problem strategy and a correct teaching about these error types.

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A Study on the Expressive Technique of Sando(山圖) Included in 『Seonweon Bogam(璿源寶鑑)』 (『선원보감(璿源寶鑑)』에 수록된 산도(山圖)의 표현기법(表現技法)에 관한 연구)

  • Hwang, In-Hyuk;Kim, Taeg-Jin;Kim, Ki-Duk
    • Journal of Korean Historical Folklife
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    • no.44
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    • pp.39-70
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    • 2014
  • "Seonweon Bogam" was made for the purpose of delivering information on the tomb of members of the royal family of the Joseon Dynasty. Accordingly, it covered all of Sando making a pictorial expression of the tomb. But its value has been doubted as it is roughly expressed and different from the picture of the actual scene. But "Seonweon Bogam" is the only book that covers Sando of all the kings of the Joseon Dynasty but contains the elements making it possible to estimate the possibility that the original Sando might be used in making Sando. Accordingly, it is a high time to make an in-deep study of this. This study attempted to investigate Sando included in "Seonweon Bogam" with a focus on the expressive style. For this purpose, it sought to analyze seven elements such as the exposure, the legend, locational information, direction, waterway and road, expression on water and Fengshui(風水) terminology. As a result, the following conclusion was drawn: Sando concerning the tombs of members of the Joseon Dynasty was continually made. It was made in two ways such as the way of drawing the scene on spot and the way of imitating the existing made material. And it could be estimated that there is a possibility that Sando of "Seonweon Bogam" might be copied by the figure with only a little expertise about Sando but on the basis of several materials about the existing Sando of the royal family.

In vivo multiplex gene targeting with Streptococcus pyogens and Campylobacter jejuni Cas9 for pancreatic cancer modeling in wild-type animal

  • Chang, Yoo Jin;Bae, Jihyeon;Zhao, Yang;Lee, Geonseong;Han, Jeongpil;Lee, Yoon Hoo;Koo, Ok Jae;Seo, Sunmin;Choi, Yang-Kyu;Yeom, Su Cheong
    • Journal of Veterinary Science
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    • v.21 no.2
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    • pp.26.1-26.14
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    • 2020
  • Pancreatic ductal adenocarcinoma is a lethal cancer type that is associated with multiple gene mutations in somatic cells. Genetically engineered mouse is hardly applicable for developing a pancreatic cancer model, and the xenograft model poses a limitation in the reflection of early stage pancreatic cancer. Thus, in vivo somatic cell gene engineering with clustered regularly interspaced short palindromic repeats is drawing increasing attention for generating an animal model of pancreatic cancer. In this study, we selected Kras, Trp53, Ink4a, Smad4, and Brca2 as target genes, and applied Campylobacter jejuni Cas9 (CjCas9) and Streptococcus pyogens Cas9 (SpCas9) for developing pancreatic cancer using adeno associated virus (AAV) transduction. After confirming multifocal and diffuse transduction of AAV2, we generated SpCas9 overexpression mice, which exhibited high double-strand DNA breakage (DSB) in target genes and pancreatic intraepithelial neoplasia (PanIN) lesions with two AAV transductions; however, wild-type (WT) mice with three AAV transductions did not develop PanIN. Furthermore, small-sized Cjcas9 was applied to WT mice with two AAV system, which, in addition, developed high extensive DSB and PanIN lesions. Histological changes and expression of cancer markers such as Ki67, cytokeratin, Mucin5a, alpha smooth muscle actin in duct and islet cells were observed. In addition, the study revealed several findings such as 1) multiple DSB potential of AAV-CjCas9, 2) peri-ductal lymphocyte infiltration, 3) multi-focal cancer marker expression, and 4) requirement of > 12 months for initiation of PanIN in AAV mediated targeting. In this study, we present a useful tool for in vivo cancer modeling that would be applicable for other disease models as well.

The Relationship between Students' Images of Science and Science Learning and Their Science Career Choices (중학생들의 과학과 과학 학습에 대한 이미지와 과학 진로 선택 사이의 관계)

  • Lee, Jane Ji-Young;Kim, Heui-Baik;Ju, Eun-Jeong;Lee, Soo-Young
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.934-950
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    • 2009
  • This study attempts to identify the relationship between students' images of science and science learning, and their career choices. A total of 163 students (seventh graders) from three different middle schools participated in this study. Students' images of science and science learning were investigated using the Draw-A-Scientist Test (DAST) and the Draw-A-Science-Learner Test (DASLT), respectively. Then, students' drawings were analyzed using the Draw-A-Scientist Test Checklist (DAST-C) and the Draw-A-Science-Learner Test Checklist (DASLT-C). The relationship between each element composing the students' images and their career choices were analyzed. Among several elements constituting the students' image of science, 'expression,' 'lab coat,' 'oddity,' 'knowledge symbol,' 'technology symbol,' 'co-work,' 'danger,' and 'STS' showed significant differences between students who chose a science-related career and students who did not. It was also revealed that the following elements - 'expression,' 'learning type,' 'inquiry symbol,' and 'learning place' - were more significantly associated with a science-related career choice compared to other elements consisting of an image of science learning.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

The study of narrative of cartoon Focusing on prerequisites for narrative in the Theory of 『Story and Discourse』 by S. Chatman (카툰의 서사 연구 (S.채트먼의 『이야기와 담론』 이론의 서사의 전제조건을 중심으로))

  • Ahn, So Ra;Lee, Won Soek
    • Cartoon and Animation Studies
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    • s.33
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    • pp.223-246
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    • 2013
  • Even though cartoons and narration comics were born from different origin, they have been called by names such as 'cartoons' or 'comics'. The reason can be found in the similarity of cartoons and narration comics. The similarity of cartoons and narration comics is the genre consisting of writing and drawing. Writing can be the format of expression and it can represent the story. Such story is present as a component of 'narration'. Sub genre of comics includes cartoons and narration comics. It includes animation in a broad range. In cases of narration comics and animation, it is thought that narration is present with continuity of time. However, in case of cartoon, because one or two cuts without continuity of writing are frequently expressed, it is being asked whether narration is present. It is easy to be reminded of epic or chanson de geste whenever you hear 'narration'. Since it deals with a biography of the character, we think the concept of 'narration' with temporality. However, narration provides a certain event in a broad range. Thus, cartoons presenting one event with the image may have the existence of narration, because description of multiple scenes of narrative comics can be implicitly represented in cartoons. As such implications leave a space, the empty space can be filled by active reasoning of recipients. However, nevertheless, it is very difficult to find studies as well as mentions of narration in cartoons. Thus, in this paper, we investigate the concept and structure of narration and demonstrate the presence of narration in cartoons. First of all, we looked at the narration theory in literature before studying narration in cartoons. The reason is that we thought the approach to the literary theory was required in order to investigate the basic elements, since cartoons are a collection of writing and drawing. We were focused on the prerequisites of narration presented in "story and discourse" of s. Chatman. If the prerequisites of narration are present, we can assume that the narration is present. The prerequisites are 'narration reasoning', 'screening', 'consistency', 'process statements' and 'stasis statement'. As s. Chatman described them as prerequisites of narration, he analyzed the narration structures of films and novels. In addition, we revealed that the narrations were present in cartoons as we identified how prerequisites of narration presented by Chatman were presented and expressed through "vocabulary of comics", "Timeframe" and "life in the line" described in "understanding comics" by Scott McCloud.

The Narrative Structure and Musical Number's Dramatic Function in Musical "Ah! My Goddess" (뮤지컬 <여신님이 보고 계셔>의 서사 구조와 뮤지컬 넘버의 극적 기능)

  • Shin, Sa-Bin;Lee, Woo-Chang
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.113-124
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    • 2014
  • Ah! My Goddess has impressive narrative structure including a "narrative as a discourse," a "narrative as a story" and a "narrative by narrator": in a narrative as a discourse, North and South Korean soldiers make friendship; in a narrative by a narrator, main characters (including Sun-ho, Seok-gu, Ju-hwa, Chang-seop and Dong-hyeon) appear in the outer story and narrate the inner story of characters (including Dong-hyeon, Goddess and Seok-gu) within the frame of a play within a play; and in a narrative as a story, reality and fantasy intersect by the appearance of the "Goddess." This narrative structure contributes largely to 1) the character formation of space, 2) the strategic minimization of the stage, 3) the multiplicity of main characters, 4) the repetition of similar life story, and 5) the flexible change of a point of view. And the musical number serves as dramatic functions such as 1) pursuing the multiplicity of characters, 2) maximizing the effect of the expression of tragic feelings, 3) drawing audience's interest by irony and fantasy, 4) evoking the nostalgia for delicate feelings and pure wishes, and 5) ordinary female characters' playing the role of healing and salvation, thereby contributing to the reconstruction of reality and the style of fantasy.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.

Aesthetical Expression Of Contourline Using Real-Time Camera (실시간 카메라를 이용한 등고선의 미학적 표현 연구 - 라인드로잉으로서의 등고선 표현 방법 연구)

  • Kang, Chang-Koo;Kim, Dong-Jo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.470-474
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    • 2008
  • The image as a media has changed consistently since it was first introduced. According to these changes, the image has been reproduced in different fields and contexts. Thus, the paradigm on the production and the consumption of the image has been changed and recycled rapidly. The relation between the production and the consumption of the image also has changed accordingly, allowing quite ambiguous distinction between the producer and the consumer. The transformation through the transfer of the image among different fields opens up a new potential that these reproduced images could be used as an aesthetically expressive tool, rather than merely leaving images to remain royal to its original function as a sign. The thesis is to explore the potential that the topographical lines have beyond its function as a sign age. During the reproduction of the image, the process actively invites the spectator or the consumer to participate in the formation of the image, which promotes a new relation between the producer and the consumer. Instead, the process encourages the consumers to be active producers as well. As a result, the topographical lines do not merely remain as a sign that demarcates the height of the topography, and new images are constantly reproduced from the active participants. This project questions the fixed idea on the sign as a communicative tool, and suggests a new potential for the sign, especially, the topographical lines.

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Longitudinal Study about Science Process Skills Item Forms Transition before and after Scholastic Ability Test for College (과학(科學) 탐구능력(探究能力) 평가(評價) 문항(問項) 유형(類型) 변화(變化)에 관(關)한 종단적(縱斷的) 연구(硏究))

  • Woo, Jong-Ok;Lee, Hang-Ro;Goo, Chang-Hyun
    • Journal of The Korean Association For Science Education
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    • v.16 no.3
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    • pp.314-328
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    • 1996
  • This study investigated the literature about science process skills' evaluation to analyse transition of evaluation objectives before and after a Scholastic Ability Test for College Entrance. In the literature survey the researcher established a 3 dimensional science assessment framework with X axis as science concept, Y axis as science process skills and Z axis as problem context. In order to analysis and compare each items the researcher selected 210 items from the 1st to the 7th trials and 138 items from the 1st to 4th Scholastic Ability Test for College Entrance and sampled 2873 science achievement test items from 10 high schools. In accordance with this taxonomy the researcher analysed and compared science process skills item forms. The following results were drawn : The items were evenly distributed in all the four areas(Earth Science, Biology, Physics and Chemistry) of the science concept domain, but they were heavily concentrated on data analysis and drawing a conclusion in science process domain. In the domain of problem context school context was the majority. In spite of distribution like this the ratio on science process skills measurement items and science achievement test items was increased after the Scholastic Ability Test for College Entrance was given. Also the ratio on item expression type was increased. Item form was almost 5 options selection type in the national level test. Although there were 4 options selection type, 5 options selection type, short answer type, essay type in school level test, rising from 33.1% to 65.5% on 5 options selection type is exhibited. This study showed that the school level item form was better various than the nation level. This point like this is the evidence for the improvement toward the science process skills test and influenced by Scholastic Ability Test for College Entrance. The ratio on the item which joined with the 3 axes had a mean of 99.3% in nation level test and mean 44.9% in school achievement test level. But the ratio in the school achievement test level increased after the Scholastic Ability Test for College Entrance was given. In view of this study we must furthermore study the item types which can evaluate valjdately science process skill's five stage each and evaluation method by the high school students' problem solving patterns and features in scientific inquiry on all science process skills elements.

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