• Title/Summary/Keyword: 언어 힘

Search Result 54, Processing Time 0.027 seconds

Analysis of the Science Words Used by Science Teachers in Teaching the Unit of 'Force and Motion' (중학교 과학 교사가 '힘과 운동' 단원 수업 중에 사용하는 과학용어 분석)

  • Yun, Eunjeong;Park, Yunebae
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.2
    • /
    • pp.209-216
    • /
    • 2015
  • In science classrooms, using science terminology is a very important aspect of communications between science teachers and students, as well as in the science learning of students. This study was conducted to investigate the usage of the science terminology in the lectures of science teachers, and identify the problem in the aspect of both communication and teaching. To do this, we have recorded 13 hours of class teaching 'Motion' part in unit of 'Force and Motion' from three science teachers, and extracted science terminologies from the science teachers' lectures by using an analysis program. We performed qualitative analysis, such as kind of science terminology used, and linkage between curriculum and textbook, and quantitative analysis, such as number of science terminology, and frequency of use. With respect to communication, there appears some problems in its proportion in the teacher's lecture in class. It is deemed that science terminology in teachers' lectures were too many, that the frequency of usage of important conceptual terminology was low, and that teachers use higher level terminologies to explain key concepts. And in respect to science learning, there were problems where terminologies including important concepts were used separately by the teachers and textbooks, terminologies of higher level concept were used, and there might be differences between teachers in majority of teachers.

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
    • /
    • v.18 no.3 s.61
    • /
    • pp.209-218
    • /
    • 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.

  • PDF

Cinematic Language for Novel Adaptations : A Case Study of (소설의 영화화를 위한 영상 언어 연구 : <키리시마가 동아리활동 그만둔대>를 중심으로)

  • Hwang, Woo-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.1
    • /
    • pp.634-661
    • /
    • 2017
  • This study examines the procedure of successful novel adaptation. It is well known from precedent studies that narrative structure of novels should change forms to suit the media characteristics of films. But, the changing forms of narrative structure is not a sufficient condition of successful novel adaptation, but a necessary condition. A successful adaptation could be completed with filmic expressions on the presented narrative structure. The core of filmic expression is cinematic language which means the composition and array of image and sound. The novel, Kirishma Thing deals with everyday life of high school students and it consists of six stories which are narrated by one student each in first person point of view. The film, Kirishma Thing implemented a different strategy. It reveals the same events several times to show many characters over in each person's point of view in the first half. In the second half, all the characters gathers at the rooftop of the school to have an unilinear narrative structure over one event. This film utilize all kinds of cinematic language to achieve these structures including the widescreen aspect ratio which exposes as many characters as possible in one shot, picture composition which shows the same event in a different point of view, contrast in lighting and music which differentiates and empowers the last sequence of the film.

Implementation and Performance Analysis of the EVM's Java Dynamic Memory Manager and Garbage Collector (EVM에서의 자바 동적 메모리 관리기 및 쓰레기 수집기의 구현 및 성능 분석)

  • Lee Sang-Yun;Won Hee-Sun;Choi Byung-Uk
    • The KIPS Transactions:PartA
    • /
    • v.13A no.4 s.101
    • /
    • pp.295-304
    • /
    • 2006
  • Java has been established as one of the most widely-used languages owing to its support of object-oriented concepts, safety, and flexibility. Garbage collection in the Java virtual machine is a core component that relieves application programmers of difficulties related to memory management. In this paper, we propose a memory manager and a garbage collector that is implemented on a embedded java virtual machine. The memory manager divide a heap into various-sized cells and manages it as blocks of same-sized cells. So it is possible to allocate and free memory fast. We adopted the 3-color based Mark & Sweep garbage collector as our base algorithm and we propose 4-color based Mark & Sweep garbage collector for supporting multi-threaded program. The proposed garbage collector occurs memory fragmentation but we show through a experiment that the fragmentation ratio is almost fixed according as we create objects continuously.

기호학적 분석을 통한 영상애니메이션 연구

  • Lee Jong-Han
    • Broadcasting and Media Magazine
    • /
    • v.10 no.1
    • /
    • pp.85-98
    • /
    • 2005
  • About the phenomenon of being imaged of everything, the scholars of the humanities who had studied on the simple reason structure in a text have been in a big agony how accept it. Especially, semiologists have studied about this for a long time and the points at issues of Saussure, Peirce as well as Umbeto Eco are more outstanding. Being based upon his philosophic interesting from medieval esthetics to modern semiotics, Eco was very concerned about the field of general esthetics and poputar arts like television and cartoons. He connected the mutual open-relations between 'signifier' and 'signified' debated in Semiotics with the open and vague modern arts and regarding it as a deviation from the custom, intensively studied the film-media. Saussure is a representative figure of semiotics and explained Sign and the character of semiotics as the division into two parts such as signifier/ signified, form/ substance, langue/ parole, synchrony/ diachrony. The triadic semiotics (the theory that Sign is composed of the triadic structure like sign, referent and interpretant) of Peirce put the new item- 'interpretant' in sign and referent to connect them and open the possibility to introduce time in to the Sign. In this paper, I try to analyze a cartoon film in the semiotic structure with the systemic, reasonable and logical approach and analysis as as possible. While the images shown through a film were depended on the romantic and impressional judge in the past, due to semiotics, it' s quite possible to correlate the procedure of symbolization to social coherence so that we analyze the incredible power of images to suck audiences with the systemetic Sign. I accept all ot film-images including a cartoon film as not the simple esthetic arts but a social custom and system, want to serve as a aid to properly understand world and humanbeings and prevent the film-image from being mystic. A cartoon and a cartoon film which were begun with the link of a text and an illustration give shape to all of images such as materials, places and even thoughts with a cartoon icon existed in only a cartoon. A cartoon and a cartoon film simply and exquistely conceptualize the complex and vague attribute of an organic creature and extend them infinetly beyond language. However, it can be exploited as a mysticism to temptate the general public and a faking material. In addition to that, it can distort our world-knowledge engaging a political power and the massive power of mass media. In this paper, being based on semiotics to approach a cartoon film in a scientific and organic system, I conclude that a non-linguistic cartoon expression is entangled with the manifold signs and implies the supplementary meanings just like a regular linguistic expression. It remarks that the iconic images of a cartoon film are composed of the social codes and can be analyzed on grounds of a linguistic system.

Movie 's Emotional Ambivalence (영화 <부러진 화살>의 정서적 이중성)

  • Kim, Guyl-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.3
    • /
    • pp.65-75
    • /
    • 2013
  • Movie captured audience's whole sense organs to the screen which is made up of visual story-telling decorated by color, sound, and smell. The audience rediscovered native emotions(pleasure, fear, terror) suppressed and left in the compressed world of space and time, that is to say a movie world separated from the real world, by being immersed in the movie story. This study revealed audience's feelings of pleasure and fear by analyzing the movie . First of all, the pleasure would be discussed in terms of Nietzsche's "the will to power." Nietzsche defined something to breathe, move, and will as being alive, and he insisted that its power to life is 'the will to power.' Human beings wish to have power and want to increase it: pleasure, the real motivation of human behaviors and phenomena. The movie well revealed the pleasure by showing nonperson's challenge and victory against social rulers. Second, the fear and terror of the audience will be discussed in terms of in Lacan's psychoanalysis. Lacan extended Freud's id, ego, and superego into the worlds of reality, imagine, and symbol, and suggested a father in symbol world among those worlds. He suggested as a basic and connecting instrument of the socialization just like Signifi$\acute{e}$ and Signifiant, Saussure' basic linguistic structure in "Cours de lingustique g$\acute{e}$n$\acute{e}$rale"(1916). Because father is the symbol and the metaphor of law, the absence of him and resistance against him means obstacles of social stabilization. Finally this paper will also discuss that the fear from the absence of law and the pleasure provoked by self-preserving instincts, that is to say natural feelings, are connected to values of progressivism and conservatism.

Analysis of Spacecraft Attitude Dynamics Interacting with Liquid Fuel Sloshing (액체 연료의 슬라슁과 상호작용하는 우주 탐사선의 자세 운동 분석)

  • Jin, Jaehyun;Kim, Su-Kyum
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.45 no.12
    • /
    • pp.1059-1068
    • /
    • 2017
  • Space exploration spacecraft carry large amounts of liquid fuel, often more than half. In such cases, the liquid fuel sloshing must be considered in the design of the spacecraft since the sloshing can affects the stability of the spacecraft. In this paper, we present the results of analyzing the sloshing of fuel and the dynamic behavior of the spacecraft. For the purpose, a model in which the maneuvering of the spacecraft causes the sloshing and a model in which the reaction force and moment due to the sloshing are transmitted to the spacecraft are developed. The dynamical behavior of the spacecraft are analyzed using a simulation program coded by Modelica.

An Acoustic Analysis on the Plosives of Korean and Japanese

  • Lee Seungmie
    • MALSORI
    • /
    • no.21_24
    • /
    • pp.111-122
    • /
    • 1992
  • 본 논문에서는 한국어에 있어서 세 가지 유형의 파열음과 일본어에 있어서 두 가지 유형의 파열음과 일본어에 있어서 두 가지 유형의 파열음이 보여주는 시간적 특성을 어두 위치 및 모음간 위치로 나누어 비교해 보았다- 한국어에 있어서 세 가지 유형의 파열음은 어두 위치에서 모두 무성음으로 실현되므로 성의 대립으로는 이들을 유형화 할 수 없고, 그보다는 조음의 힘과 기식의 유무에 따라 연음, 무기 경음, 유기 경음으로 분류하는 것이 타당하다. 이에 비해 일본어 파열음은 유성음인 연음과 무성음인 경음의 두가지 유형으로 대립된다. 유성음과 무성음, 그리고 유기음과 무기음의 구분에는 파열음의 개방에서부터 성대 진동까지의 시간인 성 시작 시간(VOT)과 기식의 길이가 변수가 된다. 경음과 연음의 구분에는 선행 모음의 길이, 폐쇄 지속 시간, Vl/(Vl+CL)의 비율이 유용한 정보가 된다. 양국어 어두 파열음의 VOT를 비교해 볼 때, 일본어 유성음은 음수의 VOT를 가지며, 한국어 무기 경음에서는 VOT가 10msec정도로 짧게 나타나고, 그 다음으로 한국어 연음. 일본어 무성음, 한국어 유기 경음의 순서로 길어진다. $\frac{선행 모음의 길이}{(선행 모음의 길이+폐쇄 지속 시간)}$의 비율은 언어의 특성도 반영해 주는데, 한국어의 경우 연음: 무기 경음: 유기 경음의 비는 0.63: 0.30:0.35, 일본어의 경우 유성음:무성음의 비는 0.69: 0.45로 나타났다. 청취 실험을 통해 한국인의 자음 인식 경향을 살펴본 결과, 성대 진동의 유무를 변별적으로 사용하지 않는 한국인 화자는 일본어 유성음은 연음으로, 무성음은 경음으로 인식하는 경향이 있는 것으로 나타났다.

  • PDF

Study of English Edutainment Animation for Preschoolers (영.유아를 위한 영어 에듀테인먼트 애니메이션 고찰)

  • Kim, Han-Jae
    • Cartoon and Animation Studies
    • /
    • s.24
    • /
    • pp.107-133
    • /
    • 2011
  • As importance of English has been getting more important with globalization, English education for preschoolers has drawn more attention from parents who were born in 1970's and 1980's. Demands for English education are very intense mainly because parent generation has experienced importance of English through own career and they have only one or two children, resulting parents' willingness to invest more on children's education. In order to response high demands for English education, Korean public education system has introduced more intense English education curriculum for younger children and put more weights on English education even for preschoolers. Even though there are numbers of studies to support effectiveness of English education for pre-school age children, adaption of English education for them without through preparation may cause unwanted results on children's learning experience. Hence, it is imperative to develop guideline for English education targeting pre-school age children based on through studies. The purpose of this paper is to justify English education for preschoolers based on various theories for language acquisition, research effectiveness of edutainment animation for English education, and provide basic guideline to develop edutainment animation in the future. To achieve this goal, this study visits how each theory emphasizes importance of language education in preschool age children and analyzes well-known edutainment animation titles by comparing them per characteristics. Furthermore, specifically from participation-inducing animation for education, each component, such as characters, story structure, & story telling methods, has been discussed. Based on the findings from this paper, basic guidelines to develop edutainment animation are developed by suggesting teaching tools for English education for preschoolers.

Exploring Teaching Method for Productive Knowledge of Scientific Concept Words through Science Textbook Quantitative Analysis (과학교과서 텍스트의 계량적 분석을 이용한 과학 개념어의 생산적 지식 교육 방안 탐색)

  • Yun, Eunjeong
    • Journal of The Korean Association For Science Education
    • /
    • v.40 no.1
    • /
    • pp.41-50
    • /
    • 2020
  • Looking at the understanding of scientific concepts from a linguistic perspective, it is very important for students to develop a deep and sophisticated understanding of words used in scientific concept as well as the ability to use them correctly. This study intends to provide the basis for productive knowledge education of scientific words by noting that the foundation of productive knowledge teaching on scientific words is not well established, and by exploring ways to teach the relationship among words that constitute scientific concept in a productive and effective manner. To this end, we extracted the relationship among the words that make up the scientific concept from the text of science textbook by using quantitative text analysis methods, second, qualitatively examined the meaning of the word relationship extracted as a result of each method, and third, we proposed a writing activity method to help improve the productive knowledge of scientific concept words. We analyzed the text of the "Force and motion" unit on first grade science textbook by using four methods of quantitative linguistic analysis: word cluster, co-occurrence, text network analysis, and word-embedding. As results, this study suggests four writing activities, completing sentence activity by using the result of word cluster analysis, filling the blanks activity by using the result of co-occurrence analysis, material-oriented writing activities by using the result of text network analysis, and finally we made a list of important words by using the result of word embedding.