• Title/Summary/Keyword: 비보편적 언어

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IS 지식에 대한 IS 실무자와 전공 교수 간의 인식 차이 분석

  • Lee, Hyeon-Woo;Lee, Hye-Jin;Go, Seok-Ha
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2007.05a
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    • pp.281-299
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    • 2007
  • IS/IT 분야 실무자가 지니고 있어야 한다고 생각되는 지식과 전문 기술들을 '지식/능력 영역'과 '소프트웨어 전문 기술 영역'으로 구분하여 각각 세부 항목을 명세하였다. 그리고 분류된 두 영역에 대하여 IS/IT 분야 실무자가 생각하는 필요한 지식 및 전문 기술들의 중요도와 IS/IT 전공 교수가 생각하는 IS/IT 실무자에게 필요한 지식 및 전문 기술들의 중요도를 조사하여 두 그룹간의 인식차 비교를 시도하였다. 조사지역은 실무자는 충청지역 및 수도권 지역에 분포하는 SI 업체를 대상으로 이루어 졌다. IS/IT 실무자를 대상으로 한 조사는 실무자 본인의 일장에서 IS/IT 실무자가 갖추어야 된다고 판단되는 지식 및 전문 기술들의 중요도를 측정하였다. 그와 더불어 그들이 수행하는 IS 활동에 대하여 투자한 시간을 기준으로 군집분석을 실시하여 세가지 그룹으로 구분하여 실무자 전체와 세 그룹간의 비교가 가능하도록 조차되었다. 비교 결과, 지식/능력 영역에서는 IS 실무자들이 상대적으로 '하드웨어에 대한 지식', '특정 조직', '운영체제에 대한 지식'에 대해 더 높은 중요도를 부여하고 있는 것으로 나타났다. 소프트웨어 전문 기술 영역에서는 실무자보다 전공교수가 생각하는 중요도가 보편적으로 더 높게 나타났다. 전공 교수는 '프리젠테이션 도구', '객체지향 언어(C++, Java 등)'에 4점 대의 높은 점수를 주어 중요한 것이 무엇인가 하는 인지가 있는 것으로 보이나 실무자 그룹에서는 특별히 중요시 여기는 항목이 명확히 드러나지 않고 보편적인 값이 median 값 주변에 위치하고 있다. 이는 현재 실무자들이 빠르게 변화하고 있는 IS/IT 환경에서 본인의 경력경로 (career path)을 위해 무엇이 중요한 갓인지 아직 명확히 하고 있지 못하는 것으로도 해석이 가능하다. 자세한 비교/분석 및 해석은 현재 진행 중이며, 여러 흥미로운 해석이 가능할 것으로 기대 된다.합형 파괴가 증가하는 경향을 나타내었다. 이상의 결과로, 상아질 접착제의 접착단계/과정이 결합내구성에 영향을 미침을 알 수 있었다. 따라서 접착과정의 단순화가 반드시 접착에 효과적이라고 할 수 없다.는 저작 운동 잔에는 2군에서 Heliomolar가 Pyramid보다 변연적합도가 우수하였고 (p < 0.05) 그 외의 군에서는 유의차가 없었으며, 저작 운동 후에는 모든 군에서 재료간 유의차가 없었다. 각 부위별 변연적합도를 비교하면, 저작 운동 전 Pyramid에서는 교합면 변연에서는 4군이 2군에 비해 높은 변연적합도를 보였고 (p < 0.05), 인접면과 치은면에서는 군 간 유의차를 보이지 않았다. Heliomolar에서는 교합면 변연에서 2, 4군이 1군에 비해 높은 변연적합도를 보였고 (p < 0.05), 인접면과 치은면에서는 군간 유의차를 보이지 않았다. 저작 운동 후 Pyramid에서는 교합면 변연에서는 3군이 1, 2군에 비해 높은 변연적합도를 보였고 (p < 0.05), 인접면과 치은면에서는 군간 유의차를 보이지 않았다. Heliomolar에서는 교합면에서 2, 3, 4군이 1군에 비해 변연적합도가 높았으며 (p < 0.05), 인접면과 치은면에서는 군간 유의차를 보이지 않았다 이번 연구를 통하여 복합레진을 간헐적 광중합시킴으로써 변연적합도가 향상될 수 있음을 알 수 있었다.시장에 비해 주가가 비교적 안정적인 수준을 유지해 왔다고 볼 수 있다.36.4%)와 외식을 선호(29.1%)${\lrcorner}$ 하기 때문에 패스트푸드를 이용하게 된 것으로 응답 하였으며, 남 여 대학생간에는 유의한 차이(p<0.05)가 인정되었다. 응답자의 체형은 ${\ulcorner}$적당하다${\lrcorner}$고 응답한 경우가 가장 많이 이러한 음식을 즐겨 먹었으며(49.5%), 그 다음은 뚱뚱한 경우도 비교적 많이 먹고

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Aimé Césaire's postcolonial thought as a 'Non-Western resistance discourse': In terms of speaker, language and counter-discourse ('비서구 저항담론'으로서의 세제르(A. Césaire)의 탈식민주의 비평, 그 가능성과 한계: 화자(話者), 언어(言語), 대항담론(對抗談論)의 측면에서)

  • Choi, Il-Sung
    • Cross-Cultural Studies
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    • v.51
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    • pp.161-191
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    • 2018
  • In the beginning of the 20th century, post-colonialism has directly raised questions about western-centered universalism. One of its main achievements is that the political liberation of a colonial society does not guarantee the social, economic and cultural liberation of a society. Therefore, the discourse of liberation in the Western society, in particular, Marxism, nationalism, feminism and postmodernism, cannot be directly applied to the non-Western society. As a result, Western and non-Western societies are unfortunately dreaming of different futures and liberation; therefore, a'geopolitical dialogue' is needed between them. However, the theorists' efforts for postcolonial liberation failed to distinguish themselves from the western-centric traditions. It is also true that they have, in conjunction with these traditions, established their own power. As we know, many of the postcolonial criticisms somehow had relations with the West. This study will re-read the postcolonial thought of $Aim{\acute{e}}$ $C{\acute{e}}saire$, the father of the so-called $N{\acute{e}}gritude$, as a 'non-western resistance discourse'. Through this process, we have a chance to reflect on $C{\acute{e}}saire$ and his postcolonial thoughts.

Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
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    • v.17 no.1
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    • pp.319-328
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    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

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General Relation Extraction Using Probabilistic Crossover (확률적 교차 연산을 이용한 보편적 관계 추출)

  • Je-Seung Lee;Jae-Hoon Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.8
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    • pp.371-380
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    • 2023
  • Relation extraction is to extract relationships between named entities from text. Traditionally, relation extraction methods only extract relations between predetermined subject and object entities. However, in end-to-end relation extraction, all possible relations must be extracted by considering the positions of the subject and object for each pair of entities, and so this method uses time and resources inefficiently. To alleviate this problem, this paper proposes a method that sets directions based on the positions of the subject and object, and extracts relations according to the directions. The proposed method utilizes existing relation extraction data to generate direction labels indicating the direction in which the subject points to the object in the sentence, adds entity position tokens and entity type to sentences to predict the directions using a pre-trained language model (KLUE-RoBERTa-base, RoBERTa-base), and generates representations of subject and object entities through probabilistic crossover operation. Then, we make use of these representations to extract relations. Experimental results show that the proposed model performs about 3 ~ 4%p better than a method for predicting integrated labels. In addition, when learning Korean and English data using the proposed model, the performance was 1.7%p higher in English than in Korean due to the number of data and language disorder and the values of the parameters that produce the best performance were different. By excluding the number of directional cases, the proposed model can reduce the waste of resources in end-to-end relation extraction.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

The Effect of C Language Output Method to the Performance of CGI Gateway in the UNIX Systems (유닉스 시스템에서 C 언어 출력 방법이 CGI 게이트웨이 성능에 미치는 영향)

  • Lee Hyung-Bong;Jeong Yeon-Chul;Kweon Ki-Hyeon
    • The KIPS Transactions:PartC
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    • v.12C no.1 s.97
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    • pp.147-156
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    • 2005
  • CGI is a standard interface rule between web server and gateway devised for the gateway's standard output to replace a static web document in UNIX environment. So, it is common to use standard I/O statements provided by the programming language for the CGI gateway. But the standard I/O mechanism is one of buffer strategies that are designed transparently to operating system and optimized for generic cases. This means that it nay be useful to apply another optimization to the standard I/O environment in CGI gateway. In this paper, we introduced standard output method and file output method as the two output optimization areas for CGI gateways written in C language in the UNIX/LINUX systems, and applied the proposed methods of each area to Debian LINUX, IBM AIX, SUN Solaris, Digital UNIX respectively. Then we analyzed the effect of them focused on execution time. The results were different from operating system to operating system. Compared to normal situation, the best case of standard output area showed about $10{\%}$ improvement and the worst case showed $60{\%}$ degradation in file output area where some performance improvements were expected.

Scenario-Based Implementation Synthesis for Real-Time Object-Oriented Models (실시간 객체 지향 모델을 위한 시나리오 기반 구현 합성)

  • Kim, Sae-Hwa;Park, Ji-Yong;Hong, Seong-Soo
    • The KIPS Transactions:PartD
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    • v.12D no.7 s.103
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    • pp.1049-1064
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    • 2005
  • The demands of increasingly complicated software have led to the proliferation of object-oriented design methodologies in embedded systems. To execute a system designed with objects in target hardware, a task set should be derived from the objects, representing how many tasks reside in the system and which task processes which event arriving at an object. The derived task set greatly influences the responsiveness of the system. Nevertheless, it is very difficult to derive an optimal task set due to the discrepancy between objects and tasks. Therefore, the common method currently used by developers is to repetitively try various task sets. This paper proposes Scenario-based Implementation Synthesis Architecture (SISA) to solve this problem. SISA encompasses a method for deriving a task set from a system designed with objects as well as its supporting development tools and run-time system architecture. A system designed with SISA not only consists of the smallest possible number of tasks, but also guarantees that the response time for each event in the system is minimized. We have fully implemented SISA by extending the ResoRT development tool and applied it to an existing industrial PBX system. The experimental results show that maximum response times were reduced $30.3\%$ on average compared to when the task set was derived by the best known existing methods.

Development of a Model of Brain-based Evolutionary Scientific Teaching for Learning (뇌기반 진화적 과학 교수학습 모형의 개발)

  • Lim, Chae-Seong
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.990-1010
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    • 2009
  • To derive brain-based evolutionary educational principles, this study examined the studies on the structural and functional characteristics of human brain, the biological evolution occurring between- and within-organism, and the evolutionary attributes embedded in science itself and individual scientist's scientific activities. On the basis of the core characteristics of human brain and the framework of universal Darwinism or universal selectionism consisted of generation-test-retention (g-t-r) processes, a Model of Brain-based Evolutionary Scientific Teaching for Learning (BEST-L) was developed. The model consists of three components, three steps, and assessment part. The three components are the affective (A), behavioral (B), and cognitive (C) components. Each component consists of three steps of Diversifying $\rightarrow$ Emulating (Executing, Estimating, Evaluating) $\rightarrow$ Furthering (ABC-DEF). The model is 'brain-based' in the aspect of consecutive incorporation of the affective component which is based on limbic system of human brain associated with emotions, the behavioral component which is associated with the occipital lobes performing visual processing, temporal lobes performing functions of language generation and understanding, and parietal lobes, which receive and process sensory information and execute motor activities of the body, and the cognitive component which is based on the prefrontal lobes involved in thinking, planning, judging, and problem solving. On the other hand, the model is 'evolutionary' in the aspect of proceeding according to the processes of the diversifying step to generate variants in each component, the emulating step to test and select useful or valuable things among the variants, and the furthering step to extend or apply the selected things. For three components of ABC, to reflect the importance of emotional factors as a starting point in scientific activity as well as the dominant role of limbic system relative to cortex of brain, the model emphasizes the DARWIN (Driving Affective Realm for Whole Intellectual Network) approach.

Cultural Differences and Cognitive Process in Global Advertising Imagery: Holistic vs. Analytic thought between Korean and Americans (글로벌 광고의 비주얼 이미지에 대한 한.미 대학생의 인식차이 비교: 니스벳의 종합적 사고와 분석적 사고의 차이를 중심으로)

  • Oh, Hyun-Sook;Kim, Youn-Soo
    • Korean journal of communication and information
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    • v.47
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    • pp.96-119
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    • 2009
  • Although there ate many studies on cross-cultural comparison of advertising appeals, very little is known about how receivers from different cultures process visual images in global advertising. The purpose of this study is to examine how cultural differences between East Asians and Westerners influence the cognitive process of visual images from standardized global advertising by employing the Nisbett's framework of holistic/analytic thought. Nisbett contends that East Asian tend to attend to the context and the relations between objects and contexts as holistic thinkers while Americans tend to see the worlds analytically. The results of a experimental study conducted using 80 subjects from Korea and the United States suggest that Korean participants are more likely to mention relatively peripheral, nonsalient, or background information than are American participants. Thus, this study support the Nisbett's notion that East Asians are more sensitive to contextual information than are Westerners and challenge the belief that standardized visual images are part of a "universal language".

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A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.209-218
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    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

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