• Title/Summary/Keyword: 표상성

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The Role of Semantic Representation of Verbs and Inference in the Interpretation of Missing Objects in Korean Discourse (목적어 생략에 대한 동사의 의미표상 및 추론의 역할)

  • Cho, Sook-Whan
    • Annual Conference on Human and Language Technology
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    • 2001.10d
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    • pp.457-461
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    • 2001
  • 본 논문은 동사의 의미표상과 명사의 한정성의 강호관계를 중심으로 목적어의 생략현상을 검토하였다. 한국어는 영어 같은 언어와 달리 주어, 목적어 등이 자주 생략된다. 이 연구는 한국어의 목적어 생략이 단순히 인간성 (humanness), 주체성 (agency), 한정성(definiteness) 등 명사의 의미자질에 의해서만 결정되는 것이 아니라, 다음 두 가지 제약이 결정적으로 작용함을 제안하고자 한다. 첫째, 목적어 생략은 행동양상 (mold of agent act)과 원인 (cause)을 심층적으로 포함하는 소위 '핵심 타동사 (core transitive)'와 선행사의 한정성 정도에 의해 결정되는데, 구체적으로 목적어 생략은 한정성 자질을 가진 선행사가 없는 담화에서는 허용되지 않는다는 제약이다. 둘째, 타동사와 명사의 한정성과는 독립적으로, 한국어의 목적어 생략은 또한, 추론에 의거하여 보다 더 적절히 해석될 수 있는 경우를 실증적으로 보이고자 한다.

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Filipino Cultural Identity Reflecting in the Image of the Philippine Comfort Woman Statue (기억의 표상에 담긴 지역성 연구 : 필리핀 위안부 동상을 중심으로)

  • KIM, Dong Yeob
    • The Southeast Asian review
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    • v.28 no.3
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    • pp.75-110
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    • 2018
  • This study is to figure out the Filipino cultural identity by analyzing the image of the Philippine comfort woman statue, which was created as a representation of memories of the Filipino comfort women during the World War II. As a new approach to the field of area study, this study introduced the concept of 'intertextuality', which is a method of understanding texts in the field of literature. Since the comfort woman statue represents the grieved memories of the comfort women during the international war time, the analysis of the image was focused on 'femininity' and 'nationalism'. As for comparison, the Korean comfort woman statue, the Statue of Peace, was taken into the analysis. Upon analyzing, it can be seen that Filipino perception of femininity emphasizes 'beauty' rather than 'purity' that expressed in the Statue of Peace. And the Philippine nationalism expressed through the comfort woman statue can find 'elitist and inclusive' characteristics, unlike the 'popular and resisting' characteristics of Korean.

Repetition Antipriming: The Effects of Perceptual Ambiguity on Object Recognition (반복 반점화: 지각적 모호성이 물체 재인에 미치는 영향)

  • Kim, Ghoo-Tae;Yi, Do-Joon
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.603-625
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    • 2010
  • Neural representation of a visual object is distributed across visual cortex and overlapped with those of many other objects. Thus repeating an object facilitates the recognition of the object while it impairs the recognition of other objects. These effects are called repetition priming and antipriming, respectively. Two experiments investigated a new phenomenon of repetition antipriming, in which a repeated object itself is antiprimed. The learning stage presented object pictures which were degraded at various levels. Participants determined how recognizable each object was. Then, the test stage presented the intact version of the object pictures and made participants to perform a categorization task. Both Experiment 1 and 2 found that the processing of the objects that had been recognized were facilitated (repetition priming) while the processing of the objects that had been perceptually ambiguous were impaired (repetition antipriming). These findings suggest that experiencing a perceptually ambiguous object might enhance the connection between feature-level representations and multiple object-level representations, which impairs the subsequent recognition of the repeated object.

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Two Perspectives in Developing a Visualization Environment (시각화 환경의 개발에 대한 두 관점)

  • 고상숙
    • Journal of Educational Research in Mathematics
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    • v.8 no.2
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    • pp.745-752
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    • 1998
  • 컴퓨터의 급속한 보급으로 시각화는 수학 교육자사이의 논의에 자주 등장하는 소재가 되었다. 우리는 다양한 소프트웨어를 사용하여 준비한 수업에 학생들로 임하게는 하지만 거의 그들의 사고 발달과정에는 관심을 갖지 못하고 있다. 이 논문은 구성주의(Constructivism)와 정보처리체계(Information-Processing System)에 입각하여 수학의 시각화를 생각해보고 어떻게 시각화 환경을 준비해야하는지 논해보고자 하였다. 구성주의의 시각화에서는 반영적 추상(reflective abstraction), 반복되는 경험(repeated experience), 그리고 지식 위계성이 학습의 기능 체계를 이루므로 발견적 학습을 통해 학생 스스로 의미를 구성할 수 있도록 Thomas (1992)의 세 가지 제안을 이용하여 수업을 준비할 수 있다. 정보처리체계에서는 지식은 서술적인 것과 과정적인 것으로 나뉘어지고, 시각적 표상을 수록하고 삭제하는 과정과 조작 가능한(manipulative) 환경과의 상호작용으로 기호적 시각으로 표상을 변화하는 과정을 통해 개념을 습득하게된다. 시각화는 스키마와 개념상을 통해서 일어난다. 그래프, 애니메이션, 그리고 다른 시각적 표상 등은 이 개념상에 직접적 효과를 주므로 매우 중요하다. 이런 논란을 바탕으로 교사는 반영적 추상화를 위해 시간을 충분히 제공해야하고, 비슷한 문제를 가지고 여러번 시도를 할 수 있게 하며, 학생을 잘 관찰하여 그들의 지식 위계성을 이해하고 방향을 제시하며, 논리적이고 잘 연결된 시각적 표상을 제공하고, 상징적 사관으로 확장할 수 있게 조작할 수 있는 환경에서 시각화에 대해 학생과 많은 대화를 하도록 수업을 준비해야한다. 그한 예로 타원을 가르치기 위해 몇 가지 테크놀로지를 활용한 시각화 환경을 구성해보았다.ates of bisected bovine embryos by micromanipulator and micropipett were 29.2% and 19.1%, respectively. The rates of non-bisection embryos(46.7%) were significantly higher than those of bisection embryos. 2. The in vitro developmental rates of bisected bovine embryos by micromanipulator, micropipett and pipetting method were 32.4%, 19.4% and 25.6%, respectively.3. The in vitro developmental rates of with and without-zona pellucida of bisected bovine embryos by raicromanipulator were 30.8% and 25.0%, respectively. The rates of nonbisection embryos(53.1%) were significantly higher than those of bisection embryos.랑크톤 군집내 종 천이와 일차생산력에 크게 영향을 미칠 수 있음을 시사한다.TEX>5.2개)였으며, 등급별 회수율은 각각 GI(8.5%), GII(13.4%), GIII(43.9%), GIV(34.2%)로 나타났다.ments of that period left both in Japan and Korea. "Hyojedo" in Korea is supposed to have been influenced by the letter design. Asite- is also considered to

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A study on the moral instruction by Spinoza's Ethics (스피노자 『윤리학』으로 본 도덕과수업)

  • Song, Young-min
    • The Journal of Korean Philosophical History
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    • no.38
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    • pp.303-328
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    • 2013
  • The purpose of the present article is to understand moral instruction through Ethics written by Spinoza and enable the implications drawn from its understanding to give shape to lesson plans. In his representative book titled Ethics, Spinoza speculates ultimate substance from the metaphysical perspective and converges it into ethics. The ultimate substance, which is a cause of itself, refers to immanent cause of all things that have numerous attributes as essence. All things in nature develop the substance and exchange influence among individuals at the same time. A human in the influential relationship perceives things based on one's beneficialness and assigns moral words of good and evil. However, a human, who is a mode of substance, should escape from morals that are superficial, relative, and objective, in order to realize nature. Becoming a more complete human requires going through moral imagination in reality but going beyond the imagination ultimately. Moral instruction premises the moral imagination of a student who exists as a mode; meanwhile, it is a study to escape from the influence of moral imagination. Good and evil arise from the limitation that an existing human has, but if a life is to preserve the necessity of ultimate substance, moral instruction can be defined as the processes of alleviating the influence that hinders a human's nature from being realized. Giving shape to this processes with the basis on the Spinoza's epistemic argument, moral instructional texts can be composed of stages to form more adequate moral ideas about moral subjects gradually and cumulatively. The moral instruction like this expects moral awareness which is relatively perfect than the present moral imagination. Furthermore, with the teaching and learning like this sustained, it is expected that ultimately the limitation arising from sensible perception can be overcome to approach the realization of a human's nature.

Using a Learning Progression to Characterize Korean Secondary Students' Knowledge and Submicroscopic Representations of the Particle Nature of Matter (Learning Progression을 적용한 중·고등학생의 '물질의 입자성'에 관한 지식과 미시적 표상에 대한 특성 분석)

  • Shin, Namsoo;Koh, Eun Jung;Choi, Chui Im;Jeong, Dae Hong
    • Journal of The Korean Association For Science Education
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    • v.34 no.5
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    • pp.437-447
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    • 2014
  • Learning progressions (LP), which describe how students may develop more sophisticated understanding over a defined period of time, can inform the design of instructional materials and assessment by providing a coherent, systematic measure of what can be regarded as "level appropriate." We developed LPs for the nature of matter for grades K-16. In order to empirically test Korean students, we revised one of the constructs and associated assessment items based on Korean National Science Standards. The assessment was administered to 124 Korean secondary students to measure their knowledge and submicroscopic representations, and to assign them to a level of learning progression for the particle nature of matter. We characterized the level of students' understanding and models of the particle nature of matter, and described how students interpret various representations of atoms and molecules to explain scientific phenomena. The results revealed that students have difficulties in understanding the relationship between the macroscopic and molecular levels of phenomena, even in high school science. Their difficulties may be attributed to a limited understanding of scientific modeling, a lack of understanding of the models used to represent the particle nature of matter, or limited understanding of the structure of matter. This work will inform assessment and curriculum materials development related to the fundamental relationship between macroscopic, observed phenomena and the behavior of atoms and molecules, and can be used to create individualized learning environments. In addition, the results contribute to scientific research literature on learning progressions on the nature of matter.

Configuring game playing rules by cognition processes of a game item (게임아이템의 인지 프로세스를 통한 게임플레이 유도 시나리오)

  • Park, Yong-Hyun;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung-Pyo;kim, Jae-Woong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.135-139
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    • 2008
  • MMORPG로 대표되는 우리나라 온라인게임의 게임아이템 유형을 보면 대부분이 능력치와 관련된 것들이 많다. 이것은 게임아이템의 일부 기능만을 활용한다는 점에서 보다 적극적으로 게임아이템을 구성하고 그것에 유기적인 역할을 부여할 필요성을 갖게 한다. 이러한 필요성을 충족시키기 위하여 게임아이템을 인지심리학적 관점으로 연구는 것은 매우 유효하다. "게임아이템의 인지프로세스와 지식표상 모델"이라는 것은 인지심리학의 정보처리 과정을 게임아이템 사용자에게 적용하여 구조화한 것이다. 이러한 프로세스와 지식표상 모델은 게임아이템의 명료화와 인과적 플레이를 유도하기 위한 것으로 위의 필요성을 충족시킬 수 있다.

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The Effects of Mathematical Problem Solving depending on Analogical Conditions (유추 조건에 따른 수학적 문제 해결 효과)

  • Ban, Eun-Seob;Shin, Jae-Hong
    • Journal of the Korean School Mathematics Society
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    • v.15 no.3
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    • pp.535-563
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    • 2012
  • This study was conducted to confirm the necessity of analogical thinking and to empirically verify the effectiveness of analogical reasoning through the visual representation by analyzing the factors of problem solving depending on analogical conditions. Four conditions (a visual representation mapping condition, a conceptual mapping condition, a retrieval hint condition and no hint condition) were set up for the above purpose and 80 twelfth-grade students from C high-School in Cheong-Ju, Chung-Buk participated in the present study as subjects. They solved the same mathematical problem about sequence of complex numbers in their differed process requirements for analogical transfer. The problem solving rates for each condition were analyzed by Chi-square analysis using SPSS 12.0 program. The results of this study indicate that retrieval of base knowledge is restricted when participants do not use analogy intentionally in problem solving and the mapping of the base and target concepts through the visual representation would be closely related to successful analogical transfer. As the results of this study offer, analogical thinking is necessary while solving mathematical problems and it supports empirically the conclusion that recognition of the relational similarity between base and target concepts by the aid of visual representation is closely associated with successful problem solving.

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A Reading on the Spatial Representations of Urban Center in Seoul from Cultural Perspective of Gender : 'Fl$\check{a}$nerie' Seeing with Speculum (서울 도심의 공간 표상에 대한 젠더문화론적 독해 - '검경(speculum)' 으로 보며 '산보하기(fl$\check{a}$neria)' -)

  • Lee, Su-An
    • Journal of the Korean Geographical Society
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    • v.44 no.3
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    • pp.282-300
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    • 2009
  • This paper attempts to focus the ways in which Seoul as an urban space can be read and interpreted from gender perspective, assuming Seoul as a cultural text which represents modernity and post-modernity. Drawing on discussions of urban sociology and human geography which have analyzed the relationship between material spaces and social subjects, this paper explores the gendered segregation and representations of space in Seoul which has been constructed through the process of modernization. The framework of spatial interpretation of Seoul, concentrating on imageablity and legibility, consists of three dimensions; gendered division of labour and sphere, dichotomy of representations along with femininity and masculinity, and the ways of interlocking between modernity and post-modernity. In this paper, 'fl$\check{a}$nerie', Benjamin's method of interpretation of urban culture and the way of seeing with 'speculum' of Irigaray are adopted as metaphoric methodologies. It is an attempt to develop a new methodology to analyze and interpret urban space from gender-cultural perspective.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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