• Title/Summary/Keyword: 表現

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A Contemplation on Language Fusion Phenomenon of Chinese Neologism Derived from Korean (한국어 차용 중국어 신조어의 언어융합 현상 고찰)

  • JUNG, EUN
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.261-268
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    • 2022
  • No language can be separated from other languages and exist independently. When a language comes in contact with a foreign culture, they continuously affect each other and bring changes. Hallyu boom(Korean wave), which was derived from the emergence of K-drama and K-pop due to rapid developments in global scientific technologies and digitization after the 90's, affected the Chinese language. As a result, neologisms that are derived from the Korean language are being commonly used for making exchanges and becoming social buzzwords. Neologisms derived from Korean reflect the effects and results of language contact between the two languages. We examined the background and cause of Chinese neologisms derived from Korean based on the sociocultural factors and psychological necessity, and explained neologisms by using four categories of transliteration, liberal translation, borrowing Korean-Chinese characters and others. Despite having the issue of being anti-normative during the process of coining new words, neologism enriches Chinese expressions and is a mirror for social culture that reflects the opinions and understandings of young Chinese people who pursue novelty, change, innovation and creativity in linguistic aspects. We hope that it will serve as an opportunity for the young people in Korea and China to change their perceptions and become more friendly by understanding each other's language, culture and by communicating. We also expect to provide assistance in regard to teaching and learning the applications of Korean-Chinese language fusion at Chinese education fields.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

A Research of Factors Affecting LiDAR's Detection on Road Signs: Focus on Shape and Height of Road Sign (도로표지에 대한 LiDAR 검지영향요인 연구: 도로표지의 모양과 높이를 중심으로)

  • Kim, Ji yoon;Park, Bum jin
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.4
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    • pp.190-211
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    • 2022
  • This study investigated the effect of the shape and height of road signs on detection performance when detecting road signs with LiDAR, which is recognized as an essential sensor for autonomous vehicles. For the study, four types of road signs with the same area and material and different shapes were produced, and a road driving test was performed by installing a 32Ch rotating LiDAR on the upper part of the vehicle. As a result of comparing the shape of the point cloud and the NPC according to the shape of the road sign, It is expected that a distance of less than 40m is required to recognize the overall shape of a road sign using 32Ch LiDAR, and shapes such as triangles and rectangles are more advantageous than squares in securing the maximum point cloud from a long distance. As a result of the study according to the height of the road sign, At short distances (within 20m), if the height of the sign is raised to more than 2m, it deviates from the vertical viewing angle of the LiDAR and cannot express the complete point cloud shape. However, it showed a negligible effect compared to the near-field height change. These research results are expected to be utilized in the development of road facilities dedicated to LiDAR for the commercialization of autonomous cooperative driving technology.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

A Study on the Factors Affecting Continuous Use of AI Speaker Using SNA (SNA를 이용한 AI 스피커 지속적 사용에 영향을 미치는 요인 분석 연구: 아마존 에코 리뷰 중심으로)

  • Kim, Young Bum;Cha, Kyung Jin
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.95-118
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    • 2021
  • As the AI speaker business has risen significantly in recent years, the potential for numerous uses of AI speakers has gotten a lot of attention. Consumers have created an environment in which they can express and share their experiences with products through various channels, resulting in a large number of reviews that leave consumers with a variety of candid opinions about their experiences, which can be said to be very useful in analyzing consumers' thoughts. Using this review data, this study aimed to examine the factors driving the continued use of AI speakers. Above all, it was determined whether the seven characteristics associated with the intention to adopt AI identified in prior studies appear in consumer reviews. Based on customer review data on Amazon.com, text mining and social network analysis were utilized to examine Amazon eco-products. CONCOR analysis was used to classify words with similar connectivity locations, and Connection centrality analysis was used to classify the factors influencing the continuous use of AI speakers, focusing on the connectivity between words derived by classifying review data into positive and negative reviews. Consumers regarded personality and closeness as the most essential characteristics impacting the continued usage of AI speakers as a result of the favorable review survey. These two parameters had a strong correlation with other variables, and connectedness, in addition to the components established from prior studies, was a significant factor. Furthermore, additional negative review research revealed that recognition failures and compatibility are important problems that deter consumers from utilizing AI speakers. This study will give specific solutions for consumers to continue to utilize Amazon eco products based on the findings of the research.

A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Personalized Clothing and Food Recommendation System Based on Emotions and Weather (감정과 날씨에 따른 개인 맞춤형 옷 및 음식 추천 시스템)

  • Ugli, Sadriddinov Ilkhomjon Rovshan;Park, Doo-Soon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.447-454
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    • 2022
  • In the era of the 4th industrial revolution, we are living in a flood of information. It is very difficult and complicated to find the information people need in such an environment. Therefore, in the flood of information, a recommendation system is essential. Among these recommendation systems, many studies have been conducted on each recommendation system for movies, music, food, and clothes. To date, most personalized recommendation systems have recommended clothes, books, or movies by checking individual tendencies such as age, genre, region, and gender. Future generations will want to be recommended clothes, books, and movies at once by checking age, genre, region, and gender. In this paper, we propose a recommendation system that recommends personalized clothes and food at once according to the user's emotions and weather. We obtained user data from Twitter of social media and analyzed this data as user's basic emotion according to Paul Eckman's theory. The basic emotions obtained in this way were converted into colors by applying Hayashi's Quantification Method III, and these colors were expressed as recommended clothes colors. Also, the type of clothing is recommended using the weather information of the visualcrossing.com API. In addition, various foods are recommended according to the contents of comfort food according to emotions.

Investigation of Elementary Students' Scientific Communication Competence Considering Grammatical Features of Language in Science Learning (과학 학습 언어의 문법적 특성을 고려한 초등학생의 과학적 의사소통 능력 고찰)

  • Maeng, Seungho;Lee, Kwanhee
    • Journal of Korean Elementary Science Education
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    • v.41 no.1
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    • pp.30-43
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    • 2022
  • In this study, elementary students' science communication competence was investigated based on the grammatical features expressed in their language-use in classroom discourse and science writings. The classes were designed to integrate the evidence-based reasoning framework and traditional learning cycle and were conducted on fifth graders in an elementary school. Eight elementary students' discourse data and writings were analyzed using lexico-grammatical resource analysis, which examined the discourse text's content and logical relations. The results revealed that the student language used in analyzing data, interpreting evidence, or constructing explanations did not precisely conform to the grammatical features in science language use. However, they provided examples of grammatical metaphors by nominalizing observed events in the classroom discourses and those of causal relations in their writings. Thus, elementary students can use science language grammatically from science language-use experiences through listening to a teacher's instructional discourses or recognizing the grammatical structures of science texts in workbooks. The opportunities in which elementary students experience the language-use model in science learning need to be offered to understand the appropriate language use in the epistemic context of evidence-based reasoning and learn literacy skills in science.