• Title/Summary/Keyword: Coherent Structure

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A Study on the Records and Archives Management System in Japan : Focusing on the Electronic Public Documents Management (일본의 기록관리 제도 연구 법령과 전자공문서 관리를 중심으로)

  • Yi, Kyoung Yong
    • The Korean Journal of Archival Studies
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    • no.45
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    • pp.219-253
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    • 2015
  • The Records Management System in Japan has been developed to a comprehensive and unitary records management system based on the records life-cycle principle from the enactment of 'the Public Records and Archives Management Act' in 2009 and its implementation in April, 2011. The scope of objects has also been extended to documents of independent administrative institutions and specific confidential documents on diplomacy and defense. In addition, a series of Electronic Documents Management Systems have been built for the transfer of electronic records to the National Archives of Japan, which is called the Electronic Records Archives of Japan, in connection with the records and archives management systems covering creation, management, transfer, preservation, and use of electronic records. This paper deals with the core contents and characteristics of the records management system of Japan, focusing on the operational structure of the records and archives management law and electronic documents management. Firstly, The Cabinet Office and professional groups in records and archives management started to work on reformation of the records management system from 2003 and resulted in enactment of the Public Records and Archives Management Act in 2009. In that sense, the Public Records and Archives Management Act can be evaluated as a result of constant activities of the records management community in Japan for realization of accountabilities of government agencies to the general public. Secondly, the Public Records Management Act of Japan has a coherent multi-layer structure from the law, enforcement ordinances, guidelines, and to institutional documents management regulations in the operational system. This is a systematic structure for providing practical business units of each administrative agency with detailed standards on the basis of guidelines and making them to prepare their own specific application standards related to their unique businesses. Unlike the past, the National Archives of Japan became to be able to identify specific historial documents which should be transferred to the archives by selecting important historical records as early as possible after creating and receiving them in each institution through the retention schedule. Thirdly, Japan started to operate a system in regard to electronic records transfer and preservation in 2011. In order to prepare for it, each administrative agency has used EDMS in creation and management of electronic records. A Guideline for the Standard Format and Media released by the Cabinet Office in 2010 is also for the transfer of electronic records to the Electronic Records Archives of Japan. In future, it is necessary to conduct further studies on activities of the records and archives management community in Japan, relating to long-term preservation and use of electronic records.

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.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Analysis of User′s Satisfaction to the Small Urban Spaces by Environmental Design Pattern Language (환경디자인 패턴언어를 통해 본 도심소공간의 이용만족도 분석에 관한 연구)

  • 김광래;노재현;장동주
    • Journal of the Korean Institute of Landscape Architecture
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    • v.16 no.3
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    • pp.21-37
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    • 1989
  • Environmental design pattern of the nine Small Urban Spaces at C.B.D. in City of Seoul are surveyed and analyzed for user's satisfaction and behavior under the environmental design evaluation by using Christopher Alexander's Pattern Language. Small Urban Spaces as a part of streetscape are formed by physical factors as well as visual environment and interacting user's behavior. Therefore, user's satisfaction and behavior at the nine Urban Small Spaces were investigated under the further search for some possibilities of application of those Pattern Languages. A pattern language has a structure of a network. It is used in sequence, going through the patterns, moving always from large patterns to smaller, always from the ones which create comes simply from the observation that most of the wonderful places of the city were not blade by architects but by the people. It defines the limited number of arrangements of spaces that make sense in any given culture. And it actually gives us the power to generate these coherent arrangement of space. As a results, 'Plaza', 'Seats'and 'Aecessibility' related design Patterns are highly evaluated by Pattern Frequency, Pattern Interaction and their Composition ranks, thus reconfirm Whyte's Praise of urban Small Spaces in our inner city design environments. According to the multiple regression analysis of user's evaluation, the environmental functions related to the satisfaction were 'Plaza', 'Accessibility' and 'Paving'. According to the free response, user's prefer such visually pleasing environmental design object as 'Waterscape' and 'Setting'. In addition to, the basic needs in Urban Small Spaces are amenity facilities as bench, drinking water and shade for rest.

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