• Title/Summary/Keyword: 직관성

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A Study on The Analysis Method of Problem Solving Results of Linear Functions (일차함수의 문제해결 결과 분석 방법에 관한 연구)

  • Jang, Cheong Hee;Han, Ju-Wan
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.79-104
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    • 2022
  • It is very important to help students learn by examining how well students solve math problems. Therefore, in this study, four methods(error analysis by problem type, schematization analysis, area graph analysis, and broken line graph analysis) were constructed to analyze how the connectivity between concepts of middle school functions affects the problem solving results. The students' learning situation was visually expressed to enable intuitive understanding. This analysis method makes it easy to understand the evaluation results of students. It can help students learn by understanding their learning situation. It will be useful in mathematics teaching and learning as it can help students to monitor their own problems and make a self-directed learning plan.

Interactive Realtime Facial Animation with Motion Data (모션 데이터를 사용한 대화식 실시간 얼굴 애니메이션)

  • 김성호
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.569-578
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    • 2003
  • This paper presents a method in which the user produces a real-time facial animation by navigating in the space of facial expressions created from a great number of captured facial expressions. The core of the method is define the distance between each facial expressions and how to distribute into suitable intuitive space using it and user interface to generate realtime facial expression animation in this space. We created the search space from about 2,400 raptured facial expression frames. And, when the user free travels through the space, facial expressions located on the path are displayed in sequence. To visually distribute about 2,400 captured racial expressions in the space, we need to calculate distance between each frames. And we use Floyd's algorithm to get all-pairs shortest path between each frames, then get the manifold distance using it. The distribution of frames in intuitive space apply a multi-dimensional scaling using manifold distance of facial expression frames, and distributed in 2D space. We distributed into intuitive space with keep distance between facial expression frames in the original form. So, The method presented at this paper has large advantage that free navigate and not limited into intuitive space to generate facial expression animation because of always existing the facial expression frames to navigate by user. Also, It is very efficient that confirm and regenerate nth realtime generation using user interface easy to use for facial expression animation user want.

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Study on Economic and Financial Education for the North Koreans after Unification: from the Perspective of Behavioral Economics (통일 후 북한 주민 대상 경제금융 교육에 관한 연구: 행태경제학 관점을 중심으로)

  • Son, Jeong-Kook;Kim, Young-Min
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.239-246
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    • 2021
  • Unification means the change of the economic system from 'Planned Economy' of the North Korea to 'Market Economy' of the South Korea. Therefore, it may cause confusions and difficulties for North Koreans who have been under planned economy for ages. So, we need to take the perspective of behavioral economics for the effective education. First of all, it is about overall finance, which contains the record of financial transactions, effect of inflation, investors' bounded rationality, and choice difficulty of financial products. Second, it is about borrowings, which includes the credit management, interest rate of difference among financial institutions. Third, it is about investment on financial products, which includes the effect of cost on returns, difference between compound interest and simple interest, trade-off between expected return and risk, market and non-market risks, the importance of diversification, and passive & aggressive investments.

Occupational Evaluation Criteria and Dental Hygienists of Some College Students Occupational Perception Analysis Study (일부대학생들의 직업평가기준과 치과위생사 직업에 대한 인식 분석 연구)

  • Sung-Uk Yoon
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.1-8
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    • 2023
  • Study surveyed perception of dental hygienist occupation was surveyed by examining the qualifications, occupational evaluation Criteria, professional intuition of some college students for the dental hygienist occupation analyzed by the SPSS WIN18.0 program. Among the necessary qualities of dental hygienist, 'professional knowledge of dental hygiene', 'dental hygiene skills' were the highest. Average of Job evaluation Criteria was 4.06, which was higher than the average of 3.80 Job evaluation factors of dental hygienists. As for the Job evaluation criteria, 'stable job', 'job with good work atmosphere and interpersonal relationship' was the highest, 'job with contact with people', 'independent job' was the most. Job evaluation Criteria for dental hygienists, 'jobs with contact with people', 'jobs that can help others' were high, and 'high wages', 'high probability of promotion' were low. As a result of regression analysis of general characteristics and dental hygiene professionalism, it was analyzed that the professionalism of dental hygienists increased when the major was non-health. Overall, In order to improve the qualifications of dental hygienists and raise awareness of vocational evaluation, efforts should be made systematically to identify the strengths and weaknesses of vocational evaluation and dental hygienists and to seek improvements.

An approach to analyze commonality and variability of feature based on Ontology in Software Product line Engineering (Software 제품계열공학에서 온톨로지에 기반한 feature의 공통성 및 가변성 분석모델)

  • Kim Jin-Woo;Lee Soon-Bok;Lee Tae-Woong;Baik Doo-Kwon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06c
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    • pp.139-141
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    • 2006
  • 제품계열공학에서 feature diagram(FD)은 개발자의 직관이나 도메인 전문가의 경험에 근거하여 작성되어, feature간의 공통성 및 가변성분석 기준이 불명확하며 비정형적인 feature의 공통성 및 가변성 분석으로 인한 stakeholder의 공통된 이해가 부족한 문제점을 내포하고 있다. 따라서, 본 논문에서는 이를 해결하기 위하여 공통된 feature의 이해를 위해 feature 속성리스트에 기반한 메타 feature모델과 feature간의 의미유사성관계를 이용한 온톨로지를 적용한 공통성 및 가변성 분석모델을 제안한다.

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Study on Human Motion based Smartphone UX Pattern using User Experience Design (사용자 경험 디자인을 이용한 인간 동작 기반 스마트폰 UX 패턴 연구)

  • Joo, Jeong-Gyu;Lee, Jun-Hwan;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.345-350
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    • 2012
  • People established a network much more using smart equipments by means of the development of the mobile industry. They can get useful information easily, make new personal connections and communities, and form various personal connections using the communities. The importance of contact, timing, and utility of time plays an important role in human relations. Many programs related to personal relations are already saturated. In other words, they are very significant and difficult to use. Many programs that didn't be concerned ahead of time about how to deal with a lot of the amount of information effectively and take it out in order to use it could bring about negative results. Human being already makes use of physical-empirical language in all of the conscious and unconscious areas. This study begins at the supposition that how to make it easy to apply humane gestures and languages to applications with portable equipment close to human beings.

ε-AMDA Algorithm and Its Application to Decision Making (ε-AMDA 알고리즘과 의사 결정에의 응용)

  • Choi, Dae-Young
    • The KIPS Transactions:PartB
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    • v.16B no.4
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    • pp.327-331
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    • 2009
  • In fuzzy logic, aggregating uncertainties is generally achieved by means of operators such as t-norms and t-conorms. However, existing aggregation operators have some disadvantages as follows : First, they are situation-independent. Thus, they may not be properly applied to dynamic aggregation process. Second, they do not give an intuitional sense to decision making process. To solve these problems, we propose a new $\varepsilon$-AMDA (Aggregation based on the fuzzy Multidimensional Decision Analysis) algorithm to reflect degrees of strength for option i (i = 1, 2, ..., n) in the decision making process. The $\varepsilon$-AMDA algorithm makes adaptive aggregation results between min (the most weakness for an option) and max (the most strength for an option) according to the values of the parameter representing degrees of strength for an option. In this respect, it may be applied to dynamic aggregation process. In addition, it provides a mechanism of the fuzzy multidimensional decision analysis for decision making, and gives an intuitional sense to decision making process. Thus, the proposed method aids the decision maker to get a suitable decision according to the degrees of strength for options (or alternatives).

Implementation of Academic Journal Map based on Electronic Cultural Atlas using Google Maps (구글맵스 전자문화지도 기반의 학술지 지도 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.864-870
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    • 2015
  • With the growing interests in ICT convergence, interdisciplinary researches are still actively discussed and studied today such as cultural atlas DB, electronic cultural atlas. Electronic cultural atlas can show various cultural aspects on the map by using point, line, polygon, and so on. Users can obtain the informations connected to the three values through manipulating theme, spatial and time values. In this regard, text information can be visualized as various ways like point, line, and polygon on the map. This can make the user get information effectively by usability, accessibility and immediacy of the system. In this paper, we implemented academic journal map system based on the electronic cultural atlas using Google Maps. This system supports various journals information services based on electronic cultural atlas and can be used efficiently as a tool for academic trends analysis. Also, it provides academic material through visualization of information based on the map. In detail, it can be utilized as the foundations for research of Humanities and Area Studies.

Gas Safety Monitoring App. Development Design for Gas Workers (가스작업자를 위한 실시간 가스안전 모니터링 앱개발 디자인)

  • Lee, Joo ah;Kim, MI-Hye
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.61-67
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    • 2018
  • This study covers the results obtained after three years of development work of real - time gas safety monitoring app. In order to reduce the risk of accidents in the gas workplace, it is essential to provide information so that operators can recognize the location of dangerous substances, dangerous facilities, safety procedures, and the temperature and humidity of the workplace. Therefore, this study was conducted to develop a monitoring app that allows the main system to efficiently receive the information in the field where the information is continuously updated. As a result of quantitative and qualitative research and analysis on app scenarios based on the research done in the past and web screen of the main system, it was modified and improved in terms of ease of use, readability, and intuitiveness. Especially, we made many improvements at low depth, which is a sub-area of ease of use. As a result of conducting a user satisfaction survey on the finally derived app scenarios, the average score of 98.5 was obtained in terms of functionality, convenience and readability.

Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.1
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    • pp.21-25
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    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.