• Title/Summary/Keyword: mathematical objects

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Study on the Enhancement of the Functionality of Construction Graphical Simulation System (건설 그래픽 시뮬레이션 시스템의 기능개선에 관한 연구)

  • Kim Yeong-Hwan;Seo Jong-Won
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.543-547
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    • 2004
  • Visualization of construction process simulation and physical modeling were considered to overcome the limitations of current graphical simulation. The output of discrete-event simulation programs which are the most common mathematical statistical simulation tool for construction processes were analyzed for the visualization of earthmoving process that dealing with objects without fixed. Object-oriented models for equipment, material and work environments were devised to effectively visualize the numerical simulation results of the working time, the queuing time as well as the amount resources etc. The oscillation of the crane's cable and the lifted material that should be considered to rationally modeled and simulated by construction graphical simulation. The derived equation of motion was solved by numerical analysis procedure. Then obtained results was used for physical modeling.

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Comparison of Perception Differences about Stereotype of a Mathematician between the Mathematically Gifted Students and Non-gifted Students in Elementary School (초등수학영재와 일반학생의 수학자 이미지에 대한 인식 비교)

  • Kim, Hyeon Jeong;Ryu, Sung Rim
    • Education of Primary School Mathematics
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    • v.17 no.1
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    • pp.17-40
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    • 2014
  • To improve elementary mathematics education teaching and learning method and environment, the survey of elementary school students' attitude toward mathematics and their images on mathematician was conducted to mathematically gifted students and non-gifted students of 6th grade of elementary school. The study results show that mathematically gifted elementary students have deeper understanding of mathematician and their works than non-gifted students. But they are not enthusiastic to be a mathematician. On average, awareness of domestic mathematician is turned to be significantly low. And most students don't know well of mathematician. Since this study was applied to the limited range of objects, significant results were not shown in external and internal image of mathematician. Thus, the future study needs to generalize the study results by compensating this defect and developing various materials to improve students' attitude toward mathematics and images of mathematician.

Detection of Road Lane with Color Classification and Directional Edge Clustering (칼라분류와 방향성 에지의 클러스터링에 의한 차선 검출)

  • Cheong, Cha-Keon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.86-97
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    • 2011
  • This paper presents a novel algorithm to detect more accurate road lane with image sensor-based color classification and directional edge clustering. With treatment of road region and lane as a recognizable color object, the classification of color cues is processed by an iterative optimization of statistical parameters to each color object. These clustered color objects are taken into considerations as initial kernel information for color object detection and recognition. In order to improve the limitation of object classification using the color cues, the directional edge cures within the estimated region of interest in the lane boundary (ROI-LB) are clustered and combined. The results of color classification and directional edge clustering are optimally integrated to obtain the best detection of road lane. The characteristic of the proposed system is to obtain robust result to all real road environments because of using non-parametric approach based only on information of color and edge clustering without a particular mathematical road and lane model. The experimental results to the various real road environments and imaging conditions are presented to evaluate the effectiveness of the proposed method.

A New Parameter Estimation Method for a Zipf-like Distribution for Geospatial Data Access

  • Li, Rui;Feng, Wei;Wang, Hao;Wu, Huayi
    • ETRI Journal
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    • v.36 no.1
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    • pp.134-140
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    • 2014
  • Many reports have shown that the access pattern for geospatial tiles follows Zipf's law and that its parameter ${\alpha}$ represents the access characteristics. However, visits to geospatial tiles have temporal and spatial popularities, and the ${\alpha}$-value changes as they change. We construct a mathematical model to simulate the user's access behavior by studying the attributes of frequently visited tile objects to determine parameter estimation algorithms. Because the least squares (LS) method in common use cannot obtain an exact ${\alpha}$-value and does not provide a suitable fit to data for frequently visited tiles, we present a new approach, which uses a moment method of estimation to obtain the value of ${\alpha}$ when ${\alpha}$ is close to 1. When ${\alpha}$ is further away from 1, the method uses the associated cache hit ratio for tile access and uses an LS method based on a critical cache size to estimate the value of ${\alpha}$. The decrease in the estimation error is presented and discussed in the section on experiment results. This new method, which provides a more accurate estimate of ${\alpha}$ than earlier methods, promises more effective prediction of requests for frequently accessed tiles for better caching and load balancing.

A Novel Branch Method for Designing Educational Contents (교육용 컨텐츠 설계를 위한 새로운 분기방법)

  • 오용선
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.1-8
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    • 2002
  • In this paper, we propose a novel branch method which improve learning effects of the digital contents using a user-friendly access method by taking any conceptual object as the unit of interface. The conceptual objects may exist as a part of one or more contents pages, and we can access them to repeat, replay or return to the original branch point, that elevates the interactions of the digital contents. This method is useful for all kinds of digital contents, but it is especially effective to make educational contents in the field of science, engineering, and language courses because they contain various conceptual elements such as blocks of modeling, mathematical equations, and memorizing units. In addition, if we realize the blanch method proposed in this paper with the conventional page-branch or title-branch methods in the same contents, user interaction will be maximized and learning effects of the contents maybe beautifully improved.

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Development of Meta Problem Types to Improve Problem-solving Power (문제 해결력 신장을 위한 베타 문제 유형 개발)

  • 현종익
    • Education of Primary School Mathematics
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    • v.2 no.1
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    • pp.3-13
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    • 1998
  • In mathematics education we have focused on how to improve the problem-solving ability, which makes its way to the new direction with the introduction of meta-cognition. As meta-cognition is based on cognitive activity of learners and concerned about internal properties, we may find a more effective way to generate learners problem-solving power. Its means that learners can regulate cognitive process according to their gorls of learning by themselves. Moreover, they are expected to make active participation through this process. If specific meta problems designed to develop meta-cognition are offered, learners are able to work alone by means of their own cognition and regulation while solving problems. They can transfer meta-cognition to the other subjects as well as mathematics. The studies on meta-cognition conducted so far may be divided into these three types. First in Flavell([3]) meta-cognition is defined as the matter of being conscious of one's own cognition, that is, recognizing cognition. He conducted an experiment with presschoolers and children who just entered primary school and concluded that their cognition may be described as general stage that can not link to specific situation in line with Piaget. Second, Brown([1], [2]) and others argued that meta-cognition means control and regulation of one's own cognition and tried to apply such concept to classrooms. He tried to fined out the strategies used by intelligent students and teach such types of activity to other students. Third, Merleary-Ponty (1962) claimed that meta-cognition is children's way of understanding phenomena or objects. They worked on what would come out in children's cognition responding to their surrounding world. In this paper following the model of meta-cognition produced by Lester ([7]) based on such ideas, we develop types of meta-cognition. In the process of meta-cognition, the meta-cognition working for it is to be intentionally developed and to help unskilled students conduct meta-cognition. When meta-cognition is disciplined through meta problems, their problem-solving power will provide more refined methods for the given problems through autonomous meta-cognitive activity without any further meta problems.

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A Note on Some Characteristics of Number Teaching in the Primary School of New Zealand (뉴질랜드 초등학교에서의 수지도에서 나타나는 몇 가지 특징에 관한 고찰)

  • Choi, Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.843-863
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    • 2010
  • The basic purpose of 2007 revision curriculum is content of activity oriented, management of differentiated instruction, communication, introduction of story mathematics, mathematical exploration and problem solving ability and so on. In this paper, we investigate some characteristics of number teaching in the primary school of New Zealand. Especially, focused on materials and methods and so on. So we've got the following results. First, there are no fundamental differences in materials and methods in teaching number between Korea and New Zealand but in New Zealand there are no national textbook like us so there is a possibility not to teach number systematically like our Korea. On the contrary, they divide number region from one to six level and are offering achievement objects, suggestive learning experiences, sample assessment activities for each level and also they do not guide activities itself in detail like us and so have learners themselves think about the given problems. Second, there is a strategy stage in getting knowledge about number in New Zealand and so children can take advantage of this steps according to the type of problems. Third, it must be developed some materials and idea to reach the learning purpose rousing interest of children.

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Fundamental framework toward optimal design of product platform for industrial three-axis linear-type robots

  • Sawai, Kana;Nomaguchi, Yutaka;Fujita, Kikuo
    • Journal of Computational Design and Engineering
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    • v.2 no.3
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    • pp.157-164
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    • 2015
  • This paper discusses an optimization-based approach for the design of a product platform for industrial three-axis linear-type robots, which are widely used for handling objects in manufacturing lines. Since the operational specifications of these robots, such as operation speed, working distance and orientation, weight and shape of loads, etc., will vary for different applications, robotic system vendors must provide various types of robots efficiently and effectively to meet a range of market needs. A promising step toward this goal is the concept of a product platform, in which several key elements are commonly used across a series of products, which can then be customized for individual requirements. However the design of a product platform is more complicated than that of each product, due to the need to optimize the design across many products. This paper proposes an optimization-based fundamental framework toward the design of a product platform for industrial three-axis linear-type robots; this framework allows the solution of a complicated design problem and builds an optimal design method of fundamental features of robot frames that are commonly used for a wide range of robots. In this formulation, some key performance metrics of the robot are estimated by a reducedorder model which is configured with beam theory. A multi-objective optimization problem is formulated to represent the trade-offs among key design parameters using a weighted-sum form for a single product. This formulation is integrated into a mini-max type optimization problem across a series of robots as an optimal design formulation for the product platform. Some case studies of optimal platform design for industrial three-axis linear-type robots are presented to demonstrate the applications of a genetic algorithm to such mathematical models.

Multi-Criteria Group Decision Making under Imprecise Preference Judgments: Using Fuzzy Logic with Linguistic Quantifier

  • Choi, Duke-Hyun;Ahn, Byeong-Seok;Kim, Soung-Hie
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.557-567
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    • 2005
  • The increasing complexity of the socio-economic environments makes it less and less possible for single decision-maker to consider all relevant aspects of problem. Therefore are, many organizations employ groups in decision making. In this paper, we present a multiperson decision making method using fuzzy logic with linguistic quantifier when each of group members specifies imprecise judgments possibly both on performance evaluations of alternatives with respect to the multiperson criteria and on the criteria. Inexact or vague preferences have appeared in the decision making literatures with a view to relaxing the burdens of preference specifications imposed to the decision-makers and thus taking into account the vagueness of human judgments. Allowing for the types of imprecise judgments in the model, however, makes more difficult a clear selection of alternative(s) that a group wants to make. So, further interactions with the decision-makers may proceed to the extent to compensate for the initial comforts of preference specifications. These interaction may not however guarantee the selection of the best alternative to implement. To circumvent this deadlock situation, we present a procedure for obtaining a satisfying solution by the use of linguistic quantifier guided aggregation which implies fuzzy majority. This is an approach to combine a prescriptive decision method via a mathematical programming and a well-established approximate solution method to aggregate multiple objects.

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Correlation Analysis between Artists' Shading and CG Shading (미술가들의 음영 표현 특성과 CG 쉐이딩 알고리즘 간의 상관관계 분석)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.691-702
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    • 2011
  • Recently, several researchers have attempted to combine human visual perception and computer graphics. Cole et. al. suggest the study results in which line drawing algorithm in computer graphics characterize the properties of line drawing made by artists. The paper also evaluates CG line drawing algorithms depending on whether people recognize effectively specific 3D shape from the image made by those CG line drawing algorithms. However, human recognizes the shape of objects more effectively in image made by BRDF shading model than line drawing algorithm. It means that the shading factor is important to recognize shape with human perception. In this paper, we analyze the correlation between shading made by human artists and that made by CG shading algorithms. The study is to characterize the mathematical properties of artists' shading and CG shading. This type of analysis can guide the future development of new CG shading algorithm in computer graphics for the purpose of shape perception.