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Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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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.

Classification of Traffic Information Announcement Considering Cognitive Characteristics for Traffic Situations (교통상황별 인지특성을 고려한 교통정보 방송멘트의 분류에 관한 연구)

  • Hwang, Seong-Min;Lee, Byung-Joo;Suh, Seung-Hwan;Sung, Soo-Lyeon;NamGung, Moon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.3
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    • pp.1-11
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    • 2010
  • Traffic broadcasting is using a usual traffic information announcement when giving its information to users on the road and for the provision of information useful to drivers, a clear criteria of how to judge with information from informers needs to be established from the perspective of users. In this study, to give some available criteria for current announcement which often causes confusion, cognitive characteristics were investigated and analyzed based on judgment criteria which are commonly felt by correspondents, participants in traffic broadcasting and drivers. The result requires the provision of information that is relied on an average speed where drivers feel little cognitive difference and found a classification where a smooth traffic flow is more than 60km/h, going slow 40~60km/h and congested state less than 40km/h respectively. And from the study of 35 traffic information announcement for different traffic situations, 8 cases of smooth state and 9 cases of congested state were clearly classified but the rest 18 cases of comment were ambiguously perceived by drivers and which requires the necessity of a announcement that uses directly the word of 'smooth', 'slow', and 'congestion' in the actual expression of slow driving. The future study should be focused on the establishment of more definite criteria by representation of nearly real traffic flow, provision of traffic information announcement and the analysis of cognitive response through car dynamic simulators and the kinds.

The partial matching method for effective recognizing HLA entities (효과적인 HLA개체인식을 위한 부분매칭기법)

  • Chae, Jeong-Min;Jung, Young-Hee;Lee, Tae-Min;Chae, Ji-Eun;Oh, Heung-Bum;Jung, Soon-Young
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.83-94
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    • 2011
  • In the biomedical domain, the longest matching method is frequently used for recognizing named entity written in the literature. This method uses a dictionary as a resource for named entity recognition. If there exist appropriated dictionary about target domain, the longest matching method has the advantage of being able to recognize the entities of target domain quickly and exactly. However, the longest matching method is difficult to recognize the enumerated named entities, because these entities are frequently expressed as being omitted some words. In order to resolve this problem, we propose the partial matching method using a dictionary. The proposed method makes several candidate entities on the assumption that the ellipses may be included. After that, the method selects the most valid one among candidate entities through the optimization algorithm. We tested the longest and partial matching method about HLA entities: HLA gene, antigen, and allele entities, which are frequently enumerated among biomedical entities. As preparing for named entity recognition, we built two new resource, extended dictionary and tag-based dictionary about HLA entities. And later, we performed the longest and partial matching method using each dictionary. According to our experiment result, the longest matching method was effective in recognizing HLA antigen entities, in which the ellipses are rare, and the partial matching method was effective in recognizing HLA gene and allele entities, in which the ellipses are frequent. Especially, the partial matching method had a high F-score 95.59% about HLA alleles.

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A Study on the Illustration Content Used in Secondary School Textbooks : Focusing on the 'Society.Culture' Textbooks (중등학교 교과서에서 삽화 콘텐츠 활용 연구 : 고등학교 '사회.문화' 교과서를 중심으로)

  • Min, Il-Hong
    • Cartoon and Animation Studies
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    • s.18
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    • pp.57-72
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    • 2010
  • Textbooks used in Information Society need to use many illustrations and pictures which have positive effect in motivating and triggering students to study. "Pictures mean more than thousands of the word" says that it is significant to use media in class through visual materials. To meet the needs of the times, I examined one of the units, "IV Understanding Humans and Cultural Phenomena", among 7 authorized 'Society Culture' textbooks, so that there are 123 illustrations and 342 pictures that the percentage of them was 35.65% totally in the unit. On the examination of the frequency of using contents in each category, the illustrations are used 59 times (47.96%) in the research activity and the pictures 145 times (42.4%) in the context, which are most frequently used. Also on the examination into the actual states using contents among 'Society Culture' teachers by in-depth interviewing, they often use them when their class starts. And they require more increase in the illustrations than the pictures for easy and clear understanding and need more contents offering in the research activity to help students to study more interesting. Finally, on the result of the analysis of contents used in textbooks, exemplary cases were available to convey enough information without reading the context in the textbook because the proposed illustrations expressed the research activity's subject and the context's subject effectively. Even more, one illustration was able to indicate the sub-unit's subject while also presenting the content to be learned in the unit. However, improper cases included illustrations which are somewhat unrealistic or difficult to understand. Further, there are also some illustrations which are not related to the context. If these points are revised in the future, textbooks would be better.

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A Study on Convergence Appeared in the Work of Wim Vandekeybus Blush (유럽현대무용에 나타난 융복합 작품 연구 : 빔 반데키부스(Wim Vandekeybus)작품 <블러쉬 Blush> 중심으로)

  • WOO, Hyejoo
    • Trans-
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    • v.2
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    • pp.191-210
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    • 2017
  • The purpose of this study is verifying whether convergence does its role as a transfer medium in dance expression or not, finding the effect of convergence characteristics and confirming whether it would bring change and new creation in performance art or not. This study suggests that studies on convergence in dance are required in accordance with the trend of time. This study believes that convergence is a modern art expression method, which can maximize the artistic expression in dance work and it will play an important role in the advance of dance works. There are ongoing studies on convergence art genre by many creators; however, still academic study this matter is not sufficient. Therefore, it is believed that more studies on convergence genre from the viewpoint of human studies are required. Accordingly, this study took Blush, the dance art works of Wim Vandekeybus, as the subject of study because convergence is clearly visible in these works. It is possible to draw convergence from these works because the works attempt new creation and utilize image by accommodating other genre art in dance art. The convergence in these works maximizes the originality of choreography and expands the time and space of stage through various effects. In other words, it is possible to see that Wim Vandekeybus is doing new attempts in his dance works by experimental elements, which escaped from simple movement, and convergence appears in the works.

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Location Inference of Twitter Users using Timeline Data (타임라인데이터를 이용한 트위터 사용자의 거주 지역 유추방법)

  • Kang, Ae Tti;Kang, Young Ok
    • Spatial Information Research
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    • v.23 no.2
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    • pp.69-81
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    • 2015
  • If one can infer the residential area of SNS users by analyzing the SNS big data, it can be an alternative by replacing the spatial big data researches which result from the location sparsity and ecological error. In this study, we developed the way of utilizing the daily life activity pattern, which can be found from timeline data of tweet users, to infer the residential areas of tweet users. We recognized the daily life activity pattern of tweet users from user's movement pattern and the regional cognition words that users text in tweet. The models based on user's movement and text are named as the daily movement pattern model and the daily activity field model, respectively. And then we selected the variables which are going to be utilized in each model. We defined the dependent variables as 0, if the residential areas that users tweet mainly are their home location(HL) and as 1, vice versa. According to our results, performed by the discriminant analysis, the hit ratio of the two models was 67.5%, 57.5% respectively. We tested both models by using the timeline data of the stress-related tweets. As a result, we inferred the residential areas of 5,301 users out of 48,235 users and could obtain 9,606 stress-related tweets with residential area. The results shows about 44 times increase by comparing to the geo-tagged tweets counts. We think that the methodology we have used in this study can be used not only to secure more location data in the study of SNS big data, but also to link the SNS big data with regional statistics in order to analyze the regional phenomenon.

Fragile X Syndrome and it's Association with Autism (약체X염색체 증후군과 자폐증과의 연관)

  • Yang, Moon-Bong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.3 no.1
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    • pp.147-157
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    • 1992
  • The fragile X syndrome, which is considered to be synonymous with the Martin-Bell syndrome, is a relatively common form of X-linked mental retardation. The syndrome seems to occure in many different ethnic groups and its prevalence among mentally retarded males has been estimated to be in the order of 2 to 6%. The karyotypic hallmark of the syndrome is made up with a pronounced constriction near each tip of the long arm of the X chromosome(fragile site), shown in vitro only under conditions in which thymidylate production is blocked(lowered folate levels). Special culture media are needed to demonstrate this constriction site. Major clinical features associated with the syndrome include macroorchidism, large or prominent ears, significant emotional and behavioral dysfunctions such as hyperactivity, self-injury, lack of eye contact and social interaction, schizophrenia, autism, etc., and speech and language dysfunctions ranging from nonverbal to verbal speech with moderate to severe expressive language delays. Some have minor clinical features in common such as an increase in birth weight high forehead, prognathism, increased head circumference in infancy and childhood which did not persist into adult life. The recent research findings have shown that the fragile X syndrome is associated with infantile autism. Many patients with the fragile X syndrome fulfill the diagnostic criteria for infantile autism. Therefore it is recommendable that any patient with developmental delays and autism or autistic manifestations should have a chromosomal analysis, including fragile X examination. In the present review, historical aspects, incidence, and clinical features are presented. Recent anecdotal reports of the association with autism and the clinical improvement following high dose folic acid treatment will be discussed.

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Text Mining Driven Content Analysis of Ebola on News Media and Scientific Publications (텍스트 마이닝을 이용한 매체별 에볼라 주제 분석 - 바이오 분야 연구논문과 뉴스 텍스트 데이터를 이용하여 -)

  • An, Juyoung;Ahn, Kyubin;Song, Min
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.2
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    • pp.289-307
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    • 2016
  • Infectious diseases such as Ebola virus disease become a social issue and draw public attention to be a major topic on news or research. As a result, there have been a lot of studies on infectious diseases using text-mining techniques. However, there is no research on content analysis of two media channels that have distinct characteristics. Accordingly, in this study, we conduct topic analysis between news (representing a social perspective) and academic research paper (representing perspectives of bio-professionals). As text-mining techniques, topic modeling is applied to extract various topics according to the materials, and the word co-occurrence map based on selected bio entities is used to compare the perspectives of the materials specifically. For network analysis, topic map is built by using Gephi. Aforementioned approaches uncovered the difference of topics between two materials and the characteristics of the two materials. In terms of the word co-occurrence map, however, most of entities are shared in both materials. These results indicate that there are differences and commonalties between social and academic materials.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.