• Title/Summary/Keyword: 의미단서

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A Study of measuring the difference threshold to understand the haptic discrimination element of the handling button in electronic product (전자제품 조작 버튼의 촉각 변별 요소 파악을 위한 차이역 측정 연구)

  • 이건효;최인환;양승무
    • Archives of design research
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    • v.12 no.4
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    • pp.221-229
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    • 1999
  • There are not a few cases which we can handle more safely and conveniently in using the general goods if a haptic clue is offered to a user as a basis of an important judgment.The first purpose of this study is to embody how to study to understand the haptic discrimination element of the handling button in electronic product which can work as the essential elements in the product design and the physical interface. And the next purpose is to investigate basically the way of the adequate usage. We analyzed the basic materials through this study on the documents and planned the experiments with the analyses. We carried out planned experiments, analyzed, and integrated the experimental results. This means making the standard objectively in developing the shape which is an important element of the product design. And it also means the developing and extracting the way of objective information of the haptic intended.

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Metaphorical Analysis of Metaphor Expressions in Video Contents focused on film "The truman show(1998)" (영상콘텐츠 속 은유표현의 의미 분석 연구 영화 "트루먼 쇼(1998)"을 중심으로)

  • Wang, shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.441-450
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    • 2019
  • The research of this paper is aimed at finding out the meaning of the literary rhetoric technique of metaphor in film, and understanding the difference between metaphor and symbol. It is also worth reference to the study of metaphor in the future. This paper will read the related paper to organize the relevant concepts and look at the classical film repeatedly, and find the expression element of the metaphor in it. Finally, look at Truman Show and analyze it and find a conclusion. Through related research, we have found that metaphor in movies is always built together through various aspects of themes, titles, lines, and plays. It provides clues through the screen and induces the audience to think. Metaphor not only helps improve the movie's content, but it is also the most important feature in the movie to influence the audience and induce thinking.

Algorithm for extracting signaling pathways based on Protein-Protein Interaction and Protein location Information (Protein-Protein Interaction 에 세포 내 위치 정보를 활용한 단백질 신호전달 경로 추출 알고리즘 연구)

  • Jo, Mi-Kyung;Kim, Min-Kyung;Park, Hyun-Seok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.77-84
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    • 2009
  • Intracellular signal transduction is achieved by protein-protein interaction. In this paper, we suggest performance algorithm based on Yeast protein-protein interaction and protein location information. We compare if pathways predicted with high valued weights indicate similar tendency with pathways provided in KEGG.

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Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

Encoding Mechanisms of Spacing Effect: An event-related fMRI Study (간격효과의 부호화 기전: An event-related fMRI 연구)

  • Park Tae-jin
    • Korean Journal of Cognitive Science
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    • v.16 no.4
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    • pp.255-270
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    • 2005
  • Memory for repeated items is better if they are repeated in a spaced than in a massed fashion (Sparing effect). To investigate the neural mechanisms of sparing effect and successful encoding, lags of repetition were manipulated at encoding stage in an event-related MU study. The behavioral data showed typical spacing effect on recognition judgment, and greater activity for items that were repeated in a spaced fashion than for items that were repeated in a massed fashion has been observed in dorsolateral frontal cortex(DLFC) and ventrolateral frontal cortex(VLFC) of left hemisphere. These conical regions also showed greater activity for novel items than for items that were repeated in a massed fashion. These findings suggest that sparing effect and its relevant successful encoding are attributed to higher level of attentional control and semantic processing.

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A Study on Contents Design for Theme Park related Experience - Focusing on Developing VR-Scenario of Photo-Point (테마파크 연계 체험 컨텐츠 디자인 연구 - 포토포인트 개발 VR 시나리오를 중심으로)

  • Kim, Tae-Kyun;Hong, Suk-Ki
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.613-618
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    • 2006
  • 테마파크는 현대 사회와 복잡함 속에서의 현실 탈피와 참여로써 자기 성취를 구현하는 현대적 개념의 종합위락시설로 모든 계층의 사람들이 즐길 수 있는 창조적 유희공원의 일반적 특징을 갖고 있다. 테마파크를 공간, 주제, 유형에 의해 분류해 볼 때 산업적 성공 가능성이 많은 것으로는 공간-실내, 주제-캐릭터, 유형-쇼핑으로 현재 일본의 산리오 퓨로랜드나 국내 일산의 헤이리 딸기파크가 그 사례이다. 본 연구에서는 실내캐릭터쇼핑파크의 사용자 분석을 통하여 온 오프라인 체험 컨텐츠의 가능성을 발견하고, 이를 VR 시뮬레이션 시나리오로 제안하였다. 방법으로는 헤이리 딸기파크에서 5 그룹, 9 개 구역을 필드리서치 하여 체험 시나리오 개발을 위한 의미 있는 단서를 발견하였으며, 이를 토대로 시나리오 기법을 활용하여 7 구역 14 개 시안을 도출하였다. 최종 구체적 사례로 포토포인트 시나리오를 설정하여 오프라인 연계 VR 시나리오를 이용한 구축 사례를 통해 제시하였다. 컨텐츠 개발의 제안을 중심으로 연구 범위를 디자인 사례의 제안으로 제한하였으며, 이는 향후 온 오프라인 연계 테마파크의 구체적 컨텐츠 개발의 활용을 목적으로 디자인되었고, 공간의 실제적 검증을 위한 Web-VR 시뮬레이션 기법의 검토에 도움을 줄 것으로 판단된다.

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Korean Sentence Comprehension of Korean/English Bilingual Children (한국어/영어 이중언어사용 아동의 한국어 문장이해: 조사, 의미, 어순 단서의 활용을 중심으로)

  • Hwang, Min-A
    • Speech Sciences
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    • v.10 no.4
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    • pp.241-254
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    • 2003
  • The purpose of the present study was to investigate the sentence comprehension strategies used by Korean/English bilingual children when they listened to sentences of their first language, i.e., Korean. The framework of competition model was employed to analyze the influence of the second language, i.e., English, during comprehension of Korean sentences. The participants included 10 bilingual children (ages 7;4-13;0) and 20 Korean-speaking monolingual children(ages 5;7-6;10) with similar levels of development in Korean language as bilingual children. In an act-out procedure, the children were asked to determine the agent in sentences composed of two nouns and a verb with varying conditions of three cues (case-marker, animacy, and word-order). The results revealed that both groups of children used the case marker cues as the strongest cue among the three. The bilingual children relied on case-marker cues even more than the monolingual children. However, the bilingual children used animacy cues significantly less than the monolingual children. There were no significant differences between the groups in the use of word-order cues. The bilingual children appeared less effective in utilizing animacy cues in Korean sentence comprehension due to the backward transfer from English where the cue strength of animacy is very weak. The influence of the second language on the development of the first language in bilingual children was discussed.

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Proper Noun Extraction Using Data Sets (데이터 집합을 이용한 고유명사 추출)

  • Kim, Tae-Hyun;Lee, Hyun-Suk;Ha, You-Sun;Lee, Mann-Ho;Myaeng, Sung-Hyon
    • Annual Conference on Human and Language Technology
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    • 2000.10d
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    • pp.11-18
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    • 2000
  • 본 논문에서는 한국어 고유명사의 특징에 대해 살펴보고, 이를 기반으로 문서로부터 고유명사를 추출하기 위한 기본 모델을 제안한다. 고유명사는 문서의 내용을 대표하는데 주도적인 역할을 하기 때문에, 이를 효과적으로 추출해내는 것은 문서의 의미를 보다 정확하게 표현할 수 있는 방법이 될 수 있다. 문서에서 고유명사를 효과적으로 추출할 수 있도록 하기 위해, 본 연구에서는 이름집합, 접사집합, 단서집합을 구성할 수 있는 데이터 수집기 모델과 데이터 집합을 기본으로 이용하여 고유명사를 추출하는 고유명사 추출기 모델을 제안하였다. 그리고 실제로 이 모델을 적용하여, 회사명과 관련된 데이터를 수집하고, 이를 이용해 문서로부터 회사명을 추출할 수 있도록 하는 시스템을 구현하였다. 구현된 회사명 추출 시스템을 이용해 고유명사 추출 실험을 수행한 결과, 외래어로 이루어진 회사명으로 인한 문제를 제외할 경우 만족할 만한 정확율과 재현율을 얻을 수 있었다.

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A Study on the Correlation between the Investigation on the Violation Crime of Intellectual Property Rights and the Goods Inspection in Customs Law (관세법상 지식재산권 침해사범 수사와 물품검사와의 상호관계)

  • Ye, Sangkyun
    • International Commerce and Information Review
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    • v.19 no.3
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    • pp.197-214
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    • 2017
  • It requires professional knowledge and much time to judge intellectual property rights infringement. The duties of customs administration are the balance between the propositon of trade facilitation through rapid clearance and the thesis of social security through exact examination. There is a view that the criminal procedure law control is necessary to the goods inspection of clearnce procedure if it is related to crimianl investigation. However, it seems that the customs law does not consider the goods inspection investigation as the investigation under judicial control, but only the mere administrative investigation. It can be said that the inspection of goods by customs law functioning as a clue of investigation is confined to the ordinary goods inspection, including the screening test. Searching for specific articles by specific informaition should be under the control of criminal procedure law because it constitutes the commencement of criminal investigation in criminal cases. This interpretation could be an opportunity as a harmonious operation between the goods inspection of customs clearance and the search and seizure of criminal procedure.

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A Study on Perceptual Skill Training for Improving Performance - Focusing on sports cognitive aspects - (경기력 향상을 위한 지각기술훈련에 대한 고찰 - 스포츠 인지적 측면 중심으로-)

  • Song, Young-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.1
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    • pp.299-305
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    • 2018
  • Perception refers to the process of acquiring all the information about the environment through various sensory organs such as the visual, auditory, tactile, and olfactory senses and integrating and interpreting the information transmitted to the brain. The ability to use these perceptions efficiently is called perceptual skill, and perceptual skill is an important factor for improving performance in the field of sports. As a result, many researchers have developed various perceptual training programs to maximize these perceptual skills while they have also progressed on attempting to verify their effects. The perceptual skill training introduced in this study is a training method that focuses on visual perception and is a training method that is applied in the United States and Europe. to improve sports performance. As a result of carrying out the perceptual skills training based on the kicker's important clue (the kicker's hip - the angle of the body and foot before kicking) to the goalkeeper in the situation of a soccer penalty kick improved the ability of predicting the direction of the ball while even in tennis, carrying out the perceptual skills training based on the server's important clue (position, ball, racket) improved the accuracy of the ability to predict in the direction of serve. Recently, there have been numerous research studies that were carried out on such perceptual skills training, but the number of studies conducted are insufficient, especially in Korea where research studies on perceptual training seem to be in a relatively neglected state. In addition, extensive studies need to be carried out to investigate whether the improvement of perceptual skills in the laboratory situation can be transitioned to an actual performance situation. Therefore, in order to elevate sports performance, researchers need to examine the perceptual training program's extent of necessity as well as the research direction regarding its effects.