• Title/Summary/Keyword: human character

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A theoretical foundation study for the promotion of a social and emotional competencies of children (초등학생들의 사회·정서적 능력 함양을 위한 이론적 토대 연구)

  • Lee, In Jae
    • The Journal of Korean Philosophical History
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    • no.25
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    • pp.7-40
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    • 2009
  • The aim of this paper is to establish the theoretical foundation on "the integrative study of the character education for the promotion of social and emotional competencies of children.". Based on the social and emotional learning(SEL), this paper is tried to find out the effective ways to develop children's good character. According to SEL, social and emotional competence is the ability to understand, manage, and express the social and emotional aspects of one's life in ways that enable the successful management of life tasks such as learning, forming relationships, solving everyday problems, and adapting to the complex demands of growth and development. And it is also the process of acquiring and effectively applying the knowledge, attitudes, and skills necessary to recognize and manage emotions. Five key competencies such as self-awareness, social awareness, responsible decision making, self-management, relationship skills are taught, practiced, and reinforced through SEL programming. Both the social and emotional learning movement and the character education share in common the idea that much of human character can be modified for the better through learning. While character educators engage in developing civic virtue and moral character in our youth for more compassionate and responsible society, SEL educators engage in educating for a safe, secure, caring society. To effectively teach social and emotional competencies, the teachers themselves must embrace a teaching and learning philosophy that models the attitudes, feelings, and behaviors we aim to teach.

손떨림이 켐코더 화면에 미치는 영향

  • Bang, Kyo-Yoon;Cho, Am
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.87-92
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    • 1998
  • It is needed that the small, cheap and low power dissipated image stabilizing system is used in a small camcorder. It is essential to detect the hand shake of human exactly for the good design of image stabilizing system. In this study, the hand shake is measured by the experiment on 17 peoples in peak-to- peak voltage and frequency. The shake of image by hand by hand is independent of human age or weight, and dependent of calmness of character or concentration of mind.

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산술교육에서의 직관적 전개가 가지는 인간 교육적 의미

  • Yu, Chung-Hyun
    • East Asian mathematical journal
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    • v.27 no.4
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    • pp.453-470
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    • 2011
  • Arithmetic education is based not only on concept but also fundamentally on intuition. Pestalozzi understood time, a Kant's transcendental intuition, as numbers, a form of cognition, so that he considered intuition essential in arithmetic education. Pestalozzi and Herbart also recommended the intuitive arithmetic education. Significance of the arithmetic education based on intuition resides in the fact that arithmetic, an expression of nature and the world, is succeeded to modern arithmetic education because numbers, a cornerstone of mathematics, are symbolized as a law of mind reasoning.

character segmentation using histogram (히스토그램을 이용한 문자 영역 추출)

  • Kim, Jieum;Jung, Woo Young
    • Annual Conference on Human and Language Technology
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    • 2012.10a
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    • pp.173-174
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    • 2012
  • 문자 영역의 추출은 명함 등 문서의 정형화된 문자 인식, 비전 기반 감시 시스템에서의 간판, 부호 등의 자연영상에서의 문자 인식 등 다양한 분야에 활용될 수 있다. 우리가 관심을 갖는 문자는 간판이나 이름표 등 다른 이에게 정보를 전달해주는 기능을 하는 것으로 그 전배경의 구분이 명확하다. 이러한 특징은 히스토그램의 변화와 관련이 되어 있으며 본 논문에서는 그 변화를 분석함으로써 문자 영역 추출 방법을 제안한다.

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End-to-end Neural Model for Keyphrase Extraction using Twitter Hash-tag Data (트위터 해시 태그를 이용한 End-to-end 뉴럴 모델 기반 키워드 추출)

  • Lee, Young-Hoon;Na, Seung-Hoon
    • Annual Conference on Human and Language Technology
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    • 2018.10a
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    • pp.176-178
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    • 2018
  • 트위터는 최대 140자의 단문을 주고받는 소셜 네트워크 서비스이다. 트위터의 해시 태그는 주로 문장의 핵심 단어나 주요 토픽 등을 링크하게 되는데 본 논문에서는 이러한 정보를 이용하여 키워드 추출에 활용한다. 문장을 Character CNN, Bi-LSTM을 통해 문장 표현을 얻어내고 각 Span에서 이러한 문장 표현을 활용하여 Span 표현을 생성한다. Span 표현을 이용하여 각 Span에 대한 Score를 얻고 높은 점수의 Span을 이용하여 키워드를 추출한다.

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A Study of The Wearable Input Device Based on Human Hand-Motions Recognition

  • Daehui Won;Lee, Hogil;Kim, Jinyoung
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.51.5-51
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    • 2002
  • In this paper, we propose and developed a keyglove using the touch-typing method as new solutions to the problem of text input into the mobile computing devices. This device recognizes that character is typed in though the hand's movements analysis and requires no additional space on a person's desktop or work surface, and can be easily used with computers of any size, even the smallest mobile computer, and is designed as an input device for wearable computers and virtual environment. The concept of the wearable input device based on human hand-molies recognition.

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A Postprocessing of Character Recognition Based on Korean Lexicon (한국어 Lexicon에 의존한 문자 인식의 후처리)

  • Lim, Han-Kyu
    • Annual Conference on Human and Language Technology
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    • 1993.10a
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    • pp.371-377
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    • 1993
  • 본 논문에서는 문자 인식이 끝난 한국어 원문에 대해 한국어 Lexicon에 기반을 둔 후처리의 구현을 보여주는 것을 목적으로 한다. 빈번하게 오인식되는 음절에 대해 이의 옳은 음절을 대응시킨 테이블을 만들어 놓고, 오인식이라고 정의된 음절이 출현했을 때는 이를 원래의 옳은 음절로 대체시킨 어절과 오인식된 음절이 포함된 어절에 대해 한국어 형태소 분석을 행함으로써, 올바른 형태소가 분석될 경우, 이를 옳은 음절로 간주한다. 실험결과 약 90%에서 95%에 달하는 인식율이 이 후처리 방법에 의해서 95%에서 99%로 높아졌다.

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Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping (제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성)

  • Han, Chang-Hee;Kim, Lae-Hyun;Kim, Tae-Woo
    • Journal of the Korea Society for Simulation
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    • v.14 no.2
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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Study of the Center of Gravity in the Human Body and each Segment (인체 중심과 분절 중심에 대한 연구)

  • Chung Hyung-Kuk;Bae Sung-Soo
    • The Journal of Korean Physical Therapy
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    • v.5 no.1
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    • pp.61-69
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    • 1993
  • It was performed to encourage for Physical Therapist to apply the theory of center of the human body and segments in clinical situations. This study was investigated literarily on center of the human body and segments. Methods which search for the center-2 types, that is, method using reaction broad and segmental method-was suggested. The center location difference of gravity in human body depends on individual character. Generally, the center location is in kent of 2nd sacrum, that is, at $55\%$ of height from foot. The center of each segment is on 'link'. In the first place we must how the weight of segment we can search for the center easily. Mean segment coater location of extremities is at $42.33\%$ from each proximal end, and mean center of head and trunk lies at $45\%$.

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An Intelligent Character System Using Multi-Language Based Question Answering System (다국어 기반의 질의응답시스템을 활용한 지능형 케릭터 시스템)

  • Park, Hong-Won;Lee, Ki-Ju;Lee, Su-Jin
    • Annual Conference on Human and Language Technology
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    • 2002.10e
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    • pp.215-220
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    • 2002
  • 질의응답시스템을 지능형 케릭터 시스템에 활용하기 위해서는 불특정한 주제에 대해 불특정 다수의 사용자와 대화할 수 있는 정교한 대화 모델이 필요하다. 이러한 대화 모델은 사용자의 질의문장을 인식하고 질의의도를 파악한 후 케릭터의 특정지식으로 접근하여 해당 지식을 사용자의 요구에 맞는 응답문의 형태로 생성해 내는 과정이 필수적으로 포함되어야 한다. 본 논문에서는 논의의 대상이 되는 질의응답시스템이 다국어 기반이라는 점을 고려하여 질의응답시스템을 지능형 케릭터에 활용하는 과정에서 케릭터의 지식구조 설계는 물론이고 질의문장 분석과 응답 문 생성의 방법론에 있어서도 한국어, 영어, 일본어, 중국어 각각의 언어적 특질을 반영함으로써 형태적, 통사적 차이로 인한 애로점을 최소화할 수 있도록 하였다.

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