• Title/Summary/Keyword: 유아 이미지

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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A Study on a Mask R-CNN-Based Diagnostic System Measuring DDH Angles on Ultrasound Scans (다중 트레이닝 기법을 이용한 MASK R-CNN의 초음파 DDH 각도 측정 진단 시스템 연구)

  • Hwang, Seok-Min;Lee, Si-Wook;Lee, Jong-Ha
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.4
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    • pp.183-194
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    • 2020
  • Recently, the number of hip dysplasia (DDH) that occurs during infant and child growth has been increasing. DDH should be detected and treated as early as possible because it hinders infant growth and causes many other side effects In this study, two modelling techniques were used for multiple training techniques. Based on the results after the first transformation, the training was designed to be possible even with a small amount of data. The vertical flip, rotation, width and height shift functions were used to improve the efficiency of the model. Adam optimization was applied for parameter learning with the learning parameter initially set at 2.0 x 10e-4. Training was stopped when the validation loss was at the minimum. respectively A novel image overlay system using 3D laser scanner and a non-rigid registration method is implemented and its accuracy is evaluated. By using the proposed system, we successfully related the preoperative images with an open organ in the operating room

Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

Structure of Story and Characteristics of Protagonists in Television Melodramas: Focusing on Three Major Broadcasters (텔레비전 멜로드라마의 이야기구조와 남녀주인공의 특성: 방송 3사를 중심으로)

  • Park, Eunha
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.48-59
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    • 2014
  • This study examines the characteristics in melodramas by comparing three major television broadcasting companies(MBC, SBS, and KBS) since 2000. The findings of the study are as follows: "Romance" melodrama is more common in MBC and SBS, than in KBS, where "family" melodrama is more common. The most cause of conflict shown in MBC is "love between the rich and the poor" that in SBS is "conflict between love and success", and that in KBS is the conflict similar to that between "Ondal the fool and Princess Pyeong-gang". The most common love relationship shown in SBS and KBS is the "single love triangle" and that in MBC is "double love triangle". In the shows of all three TV broadcasting companies, male protagonists most frequently belongs to "jaebeol" (the rich) and female protagonists are "company workers". The most common personality trait of male protagonists' in MBC shows is and "optimism", in SBS shows, it is "supercilious behavior", in KBS, it is "simple-hearted". However, the personality of female protagonists in the shows of all three broadcasting companies can be described as, bright and cheerful. In MBC and SBS, male protagonists were frequently portrayed as capable, and in KBS, as self-conceited. in KBS are the most frequent. Female protagonists in the shows of all three broadcasting companies were most frequently portrayed as hardworking.

Perceptions about Science and Scientific Activity of Students in Kindergarten and Primary School (유치원과 초등학교 학생의 과학 및 과학활동에 대한 인식)

  • Kim, Jung-Wha;Cho, Boo-Kyung
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.617-631
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    • 2002
  • This study has examined 5-year students in the kindergarten and students in the 2nd, 4th, and 6th grade in the primary school to analyze their perceptions about scientists. science, and how they apply science in their daily lives. First, students have 4 stereotypic images on scientists, specifically in 'indoor', 'male', 'lab coat'. and 'scientific instrument'. There were significant differences in stereotypic images on scientists depending on genders and ages. Girls and primary students showed higher scores than boys and kindergarten students did. respectively, in stereotypic images on scientists. No differences were observed for the stereotypic images on scientists among primary students, regardless of their grades. Second, most of students were interested in science. Depending on grades, there were significant differences in their preference for science. Students in higher grades showed lower scores than those in lower grades did. In addition, only a few of them hoped to be a scientist in the future. Boys showed higher scores in their hope to be a scientist in the future than girls did. The students in lower grades showed higher scores than those in higher grades. Third, most of children thought themselves doing activity-oriented science in school. Outside school, however, they did not use the knowledge and skills they had learned for science in school. Students in the primary school showed more concept-oriented perception for science than those in kindergarten did. This perception was gradually increased as the grades of the students go up.

시스템 개발 프로세스 관리 능력의 향상을 위한 방안: 지식관리적 접근방법

  • 김성근;이진실;원은희
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.509-524
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    • 1998
  • 정보시스템 개발노력의 상당수는 실패로 끝나고 있다. 최근 통계에 따르면 정보시스템 개발 프로젝트의 반은 실패로 끝난다고 한다[kaplan, 1998]. 이와 같은 높은 실패율은 시스템 개발을 위한 노력을 체계적으로 투입하지 못하고 개발 프로젝트를 관리하기 위한 노력을 단위프로젝트 차원에서만 집중시키는데서 연유한다고 생각된다. 다시 말해 장기적인 관점에서 개발조직의 역량 향상이라는 보다 근본적인 목표를 간과하고 있는 것이다. 이러한 점에 착안하여 소프트웨어 엔지니어링 분야에서는 정보시스템 개발과 관련'한 개발 조직의 능력을 향상시키기 위한 다양한 접근방법이 제시되고 있다. 개발조직의 개발 프로세스 성숙도를 진단하기 위한 측정도구로 개발된 카네기멜론대학의 CMM(Capability Maturity Model)과 ISO 에서 정의한 표준인 SPICE (Software Process Improvement and Capability dEtermination) 모델이 그 대표적인 예에 속한다. 그러나 이와 같은 모델들은 개발조직의 프로세스 개선을 위한 방향과 요건은 제시하고 있지만, 이를 조직 내에서 구현하기 위한 구체적인 방법이나 수단은 제시해주지 못하고 있다. 따라서 이러한 접근방법 역시 소프트웨어 엔지니어링 역량 이나 개발경험이 일천한 우리 현실에서는 부분적인 성과 이상을 기대하기는 어려웠다. 본 연구에서는 이와 같은 문제점이 개발 프로젝트와 관련된 경험이나 지식을 효과적으로 추출하고, 획득하고, 체계화하고, 시스템화하여 조직 내에서 활용하려는 노력이 부족한기 때문이라고 본다. 이에 본 연구에서는 개발조직의 역량 향상을 위한 지식관리적 접근 방법의 세가지 유형을 제시하기로 한다.>$Ca^{2+}$ 는 뿌리에서, $Mg^{2+}$ 는 잎에서 많았으며, $PO_4$$^{-}$ 는 과실과 줄기에서 많았다. 배지간에 따른 차이는 나타나지 않았으며, $K^{+}$, $Ca^{2+}$$Mg^{2+}$ 는10:0에서, $PO_4$$^{-}$ 는 8:2에서 각각 많았다.해 제품을 판매하였으며, 기업 및 제품이미지 제고를 위한 고객에 대한 서비스도 강화하고 있었다. 통신기기업체내지 소프트웨어 산업으로의 진출이 가능할 수 있도록 상호진출을 허용할 필요가 있다고 본다. 이를 위해서 우리 나라 정부 역시 미국처럼 새로운 통신개혁법을 만들 필요가 있다. 새로운 통신개혁법의 핵심적인 사항으로서 첫째, 통신과 CATV간의 상호진입을 허용, 둘째, 통신사업자가 통신관련 기기산업에 참여할 수 있는 규제완화를 허용, 셋째, 유아단계에 있는 소프트웨어 및 컨테트산업을 육성하는데 산업육성책 수립 등을 적극적으로 추진하여야 할 것이다. 그리고 현재 국내 재벌기업들로 구성되어 있는 기반산업을 지원하는 기술개발 지원체제와 육성정책을 소프트웨어 및 컨텐트의 응용산업으로 개편할 필요성도 제시되며, 이를 위해 범부처 차원에서 소프트웨어 및 컨텐트 육성정책을 지원하는 종합적인 대책을 마련해야 한다고 본다.서, Li-K, Li-Na탄산염에 대하여 부 식거동을 검토한 결과, 가압하에서 내식성이 향상되는 것이 발견되었다. 이유로서는 가압하에서 용융탄산엽의 증가된 산화력으로 보다 치밀한 내식성 산화물 피막이 형성되기 때문으로 생각되고 있다. 또

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Implicit and Explicit Attitudes of Korean Children towards Older Adults (한국 어린이의 노인에 대한 태도: 명시적 태도와 암묵적 태도 차이를 중심으로)

  • Han, Gyoung-hae;Seok, Minae;MaloneBeach, E.E.
    • 한국노년학
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    • v.37 no.2
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    • pp.475-496
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    • 2017
  • Increasing evidence shows that ageist attitudes towards older adults develop quite early in childhood in Western culture, yet, empirical research on this topic in Korea is lacking. It has been argued that as Korea has become more youth oriented, negative views of aging have emerged and Korean children are increasingly exposured to negative stereotypes of older adults. Nuclearization of family structure and consequent reduction of intergenerational interaction is considered to be another important factor. The purpose of this study is to find out whether Korean children have ageist attitudes. Acknowledging the possibility that children tend to report in socially appropriate ways to the explicit measures of ageism, we included implicit measures of ageism. Data was collected from 570 fourth to sixth grade elementary school children selected by quota sampling. The current study used Child-Age Implicit Association Test and two other explicit measurements. The original versions were modified to be culturally applicable to the Korean context. Results indicated that when measured explicitly, children do not report preferring younger person than older person. However when measured implicitly, it was found that children at this young age already reveal negative biases toward the elderly. Contrast to the fact that the level of explicit ageism is significantly different by demographic characteristics of children, no statistical difference in the level of implicit ageism is detected. Based on the results, implications are discussed.