• 제목/요약/키워드: Animate

검색결과 59건 처리시간 0.026초

한국어 소설에서 유정명사용 조사 기반의 인물 추출 기법 (A Character Identification Method using Postpositions for Animate Nouns in Korean Novels)

  • 박태근;김승훈
    • 한국IT서비스학회지
    • /
    • 제15권3호
    • /
    • pp.115-125
    • /
    • 2016
  • Novels includes various character names, depending on the genre and the spatio-temporal background of the novels and the nationality of characters. Besides, characters and their names in a novel are created by the author's pen and imagination. As a result, any proper noun dictionary cannot include all kind of character names which have been created or will be created by authors. In addition, since Korean does not have capitalization feature, character names in Korean are harder to detect than those in English. Fortunately, however, Korean has postpositions, such as "-ege" and "hante", used by a sentient being or an animate object (noun). We call such postpositions as animate postpositions in this paper. In a previous study, the authors manually selected character names by referencing both Wikipedia and well-known people dictionaries after utilizing Korean morpheme analyzer, a proper noun dictionary, postpositions (e.g., "-ga", "-eun", "-neun", "-eui", and "-ege"), and titles (e.g., "buin"), in order to extract social networks from three novels translated into or written in Korean. But, the precision, recall, and F-measure rates of character identification are not presented in the study. In this paper, we evaluate the quantitative contribution of animate postpositions to character identification from novels, in terms of precision, recall, and F-measure. The results show that utilizing animate postpositions is a valuable and powerful tool in character identification without a proper noun dictionary from novels translated into or written in Korean.

말 늦은 아동의 문장 이해 전략 (Sentence interpretation strategies by typically developing and late-talking Korean toddlers)

  • 조수정;황민아;최경순
    • 말소리와 음성과학
    • /
    • 제6권3호
    • /
    • pp.13-21
    • /
    • 2014
  • Late talkers are young children who are delayed in their expressive language skills despite normal nonverbal cognitive ability, adequate hearing and typical personality development. The purpose of this study is to investigate the sentence interpretation strategies used by Korean-speaking late talkers and age-matched normal children. Nine late talkers and nine normal children matched by age at 30-35months were participated in this study. 27 simple noun-noun-verb(NNV) sentences were generated by factorial combination of case-marker [nominal case-marker on the first noun and accusative on the second (C1), accusative on the first noun and nominative on the second (C2), and no case markers on both nouns (C0)], and animacy of the nouns [animate-inanimate(AI), inanimate-animate(IA), animate-animate(AA)]. All the children were asked to "act out" their interpretation of the given sentence. For each type of sentences the percentage of choices of the first noun as the agent was calculated. The results of group (2) ${\times}$ animacy(3) ${\times}$ case-marker(3) mixed ANOVA showed a significant main effect for 'animacy', 'case marker' and 'group(2) ${\times}$ case-marker (3)'. The late talkers relied on semantic (animacy) cues in their interpretation of the sentences, while the normal peers utilized both animacy and grammatical morpheme (case-marker) cues. The results indicated that the late-talkers' comprehension skills were also delayed.

Semantic Alternation of Korean Case Markers '에e' and '에게ege', and '에서eseo' and '에게서 egeseo'

  • Kim, Jungnam;Shim, Yanghee
    • 비교문화연구
    • /
    • 제36권
    • /
    • pp.271-291
    • /
    • 2014
  • In this paper, we maintain that case makers '에e' and '에게ege', and '에서eseo' and '에게서egeseo' are not two separate morphemes but are simply allomorphs of the same morphemes respectively. When '에e' and '에게ege' are used as a dative marker, they show exactly the same semantic function and are in complementary distribution in relation to the semantic features of their preceding noun; that is, if the preceding noun is an animate noun, '에게ege' is used and '에e' is used if not. Also, '에게서egeseo' and '에서eseo' as ablative and locative case makers show exactly the same semantic function and show complementary distribution depending on whether the preceding noun is animate or non-animate. Therefore, we assume that these markers are semantically conditioned allomorphs.

그레그 린의 자연기반 디지털 공간디자인 매트릭스 분석 (The Analysis of the Matrix of Greg Lynn's Digital Space Design based on the Natural Elements)

  • 이한나;박현옥;이종숙
    • 한국실내디자인학회논문집
    • /
    • 제14권1호
    • /
    • pp.37-44
    • /
    • 2005
  • Currently, the space design has been expressed the space in kinetic design by digital technology. To look into the concept of digital design, there is the tendency to pursue the harmony of the nature. The digital space designer, Greg Lynn who has been paid attention by international researchers. To compared with the reputation of his works, the information about him has been limited to us. The purpose of this study was to investigate the Greg Lynn's digital design matrix toward the design process in his representative 11 works in his website; www.glform.com. The contents analyses methods were used in this study. Greg Lynn's internet website survey was carried out in the respects of thinking method, space formative language and animate form. The major results of this study are as follows: \circled1 Lynn's design concept and digital methodology were affected by Paolo Soleri and Peter Eisenman: natural architectural concept and digital animate form \circled2 Lynn's space formative languages were 10 items; blob, blob, fold, strand, shred, flower, skin, teeth, branch and lattice \circled3 Lynn's digital design matrix was divided into 3 types; MS(Mass + Structure), PC(Path + Circulation) and FD(Form + Detail) \circled4 According to the analysis of longitudinal, his works have been changed from the MS and PC to FD. This research will be a basic reference to understand digital space design.

수학교육의 전산화에 대한 이론과 실제 (Computer programs and practical examples on education of mathematics)

  • 한재영
    • 대한수학교육학회지:수학교육학연구
    • /
    • 제8권1호
    • /
    • pp.269-278
    • /
    • 1998
  • This paper is composed of computer programs and practical examples for the education of mathematics. The Animation package in the Mathematica standard packages is the Graphics Animation. Animations are the ways which produce a sequence of different pictures by rapid succession. The command Animate has a number of options such as Animate, SpinShow and ShowAnimation. Mathematica is available for a large variety of practical education of mathematics. The method in this report are familiar with the general principles of operating the computer in Mathematica 3.0. In this paper there a set of useful examples of mathematical education and we discusses some of the advanced technique for the Input-Output systems.

  • PDF

하천복원구간에서 호안공법의 비교 연구 (A Comparative Study on Revetment Techniques in a Restoration Stream)

  • 김성범;서영민;장광진;지홍기
    • 한국방재학회:학술대회논문집
    • /
    • 한국방재학회 2007년도 정기총회 및 학술발표대회
    • /
    • pp.612-615
    • /
    • 2007
  • The environmental damage caused by river-improvement and slope of incision cliff can dest habitations of animate nature and it takes long time for restoration. River system constructed with stability of flood control, fine biotope, harmony with surroundings should be need to protect and restore nature. Therefore, in this study, conduct comparative experiment in various methods which are stable hydraulically and develop vegetation on revetment of bank, stream bed protection and disaster prevention aspect.

  • PDF

청각 장애인을 위한 음악의 실시간 시각화 시스템 개발 (Development of Real-Time Musical Visualizing System for the Deaf)

  • 최두일
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 1999년도 추계학술대회 논문집 학회본부 B
    • /
    • pp.724-726
    • /
    • 1999
  • We have developed a real time musical visualizing system works on PC with sound card and windows 95 or more. The system can extract some features of music signal and animate various screen -i.e wave, spectrum, simulated water jet - according to extracted features. We have used the system at the concert for the deaf and contributed for deaf to understand the music.

  • PDF

효율적인 옷감 애니메이션 및 충돌 처리 기법 (Efficient Methods for Cloth Animation and Collision Handling)

  • 강영민
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2003년도 컴퓨터소사이어티 추계학술대회논문집
    • /
    • pp.125-128
    • /
    • 2003
  • This paper proposes efficient cloth animation and collision handling methods. There have been various techniques for the generation of cloth behavior. However, the cloth animation is still a challenging subject in real-time environments. This paper presents an efficient animation method based on implicit integration. The proposed method can efficiently animate virtual cloth object with complex geometry. In addition, this paper also introduces an efficient collision handling method. The collision resolution is another important issue in cloth animation since deformable objects has special collision problem called self-collision. In this paper, the self-collision was successfully avoided in real - time environments.

  • PDF

자동화 컨테이너터미널을 위한 3차원 시뮬레이션 모델 (3-Dimensional Simulation Model for Automated Container Terminals)

  • 최용석;하태영
    • 한국시뮬레이션학회:학술대회논문집
    • /
    • 한국시뮬레이션학회 2005년도 춘계학술대회 논문집
    • /
    • pp.74-81
    • /
    • 2005
  • In this study, we introduce a 3D simulation model to support the design on ACT(Automated Container Terminal) using 3D animation. The developed simulation model simulate virtual operations of ACT and animate the simulated results with real time. We provide several validation points for the design of ACT. And the developed system applied an object-oriented design and C++ programming to increase the reusability and extensibility. We can perform the various simulation experiment and analyze performances to estimate the required number of equipment using developed simulation model.

  • PDF

간섭현상을 고려한 생산/재고 정책의 시뮬레이션 분석 (A Simulation Analysis of Producton/Inventory Policy with Interference)

  • 박회룡;최진영
    • 산업경영시스템학회지
    • /
    • 제18권35호
    • /
    • pp.131-138
    • /
    • 1995
  • For the purpose of the reduction of tile cost, a production/inventory model including the interference phenomenon was developed. By investigating the cause and the characteristics of the direct/indirect cost due to the interference phenomenon, a strategy for suitable production was developed. The developed model was quantitatively validated using an existing-EPQ model and the SIMAN package was used to simulate and animate the model. Consequently, it was presented that the total operating cost of the system could be decreased with tile proposed model.

  • PDF