• Title/Summary/Keyword: Expressiveness

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The Peer Competence of Children in Poverty (빈곤층 아동의 또래역량)

  • Lee, Eun Ju;Lee, Jae Yeon
    • Korean Journal of Child Studies
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    • v.17 no.2
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    • pp.195-206
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    • 1996
  • The purpose of this study was to observe differences in peer competence by children's personality and to investigate the relationship between peer competence and characteristics of children from poor families. The subjects were 79 parents and their 4- to 6-year-old children at a kindergarten in Seoul. The instruments were Iannotti's facial drawings cards, vignettes, "roster and rating" the Family Environment Scale (FES) and the Family Expressiveness Questionnaire (FEQ). The main results of this study were that girls from poor families had higher levels of peer competence than boys. There was a significant correlation between the peer competence of the children in poverty and family characteristics. The children's gender, knowledge of emotion, and mother's negatively dominant conduct were the factors that indicated children's behavior in peer competence. Family conflict and mother's emotional conduct did not relate to children's knowledge of emotion.

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A Translation of an Object Calculus into an Object Algebra (객체 해석을 객체 대수로의 변환)

  • Lee, Hong-Ro;Kwak, Hoon-Sung;Ryu, Keun-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.3
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    • pp.672-682
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    • 1996
  • In this paper, we propose an algorithm to transform an object calculus into an object algebra. The algorithm translates the calculus expression into an equivalent algebra expression, and it maps the object algebra expression to an object algebra operator graph. This translation algorithm not only generates an efficient access plan of queries, but also proves the equivalent expressiveness of queries.

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Learning and Classification in the Extensional Object Model (확장개체모델에서의 학습과 계층파악)

  • Kim, Yong-Jae;An, Joon-M.;Lee, Seok-Jun
    • Asia pacific journal of information systems
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    • v.17 no.1
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    • pp.33-58
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    • 2007
  • Quiet often, an organization tries to grapple with inconsistent and partial information to generate relevant information to support decision making and action. As such, an organization scans the environment interprets scanned data, executes actions, and learns from feedback of actions, which boils down to computational interpretations and learning in terms of machine learning, statistics, and database. The ExOM proposed in this paper is geared to facilitate such knowledge discovery found in large databases in a most flexible manner. It supports a broad range of learning and classification styles and integrates them with traditional database functions. The learning and classification components of the ExOM are tightly integrated so that learning and classification of objects is less burdensome to ordinary users. A brief sketch of a strategy as to the expressiveness of terminological language is followed by a description of prototype implementation of the learning and classification components of the ExOM.

Form Generation of Cable-Stayed Structures considering Structural Art - by using Graphic Statics - (구조미를 고려한 사장케이블 구조의 형태설계 - 정력학적 도해법 이용 -)

  • Kim, Namhee;Hong, Sung-Gul
    • Journal of the Architectural Institute of Korea Structure & Construction
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    • v.35 no.4
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    • pp.167-174
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    • 2019
  • Cable-stayed structures provide a lot of possibilities toward the development of innovative structural forms regarding their expressiveness and uniqueness. Such cable-stayed structures, as form-active structures, can obtain a family of alternatives by changing parameters for defining geometric shapes. The concept of graphic statics is utilized to explain the relationship between the load path and structural forms because the load path of cable structures has something to do with their structural geometry. Moreover, this structural geometry has a dominant effect on both structural efficiency and structural elegancy. The proposed design method in this study will help designers conceive innovative structural forms considering structural safety, material efficiency, and structural art altogether.

A Survey of Automatic Code Generation from Natural Language

  • Shin, Jiho;Nam, Jaechang
    • Journal of Information Processing Systems
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    • v.17 no.3
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    • pp.537-555
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    • 2021
  • Many researchers have carried out studies related to programming languages since the beginning of computer science. Besides programming with traditional programming languages (i.e., procedural, object-oriented, functional programming language, etc.), a new paradigm of programming is being carried out. It is programming with natural language. By programming with natural language, we expect that it will free our expressiveness in contrast to programming languages which have strong constraints in syntax. This paper surveys the approaches that generate source code automatically from a natural language description. We also categorize the approaches by their forms of input and output. Finally, we analyze the current trend of approaches and suggest the future direction of this research domain to improve automatic code generation with natural language. From the analysis, we state that researchers should work on customizing language models in the domain of source code and explore better representations of source code such as embedding techniques and pre-trained models which have been proved to work well on natural language processing tasks.

Exploration and Analysis of "Integration of Chinese and Western Cultures" of Chinese Realistic Ink Wash Figure Painting

  • Guo Yuan
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.204-211
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    • 2023
  • Chinese figure painting is the earliest type of painting to be mature in the history of Chinese painting. After its peak in the Jin and Tang dynasties, Chinese figure painting turned into a low tide in the Ming and Qing dynasties. Under the influence of the May Fourth New Culture Movement's concept of "introducing the Western culture into China", realistic ink wash figure painting emerged, which was different from traditional painting. Realistic ink wash figure painting is a new kind of painting that combines traditional Chinese painting methods with concepts of Western scientific painting. With the mutual reconciliation of realistic modeling and traditional Chinese painting, it makes up for the shortcomings of traditional Chinese figure painting in reproducing life, thus forming the diversified development of Chinese figure painting. Through an in-depth interpretation of the fusion of Chinese realistic ink figure painting with Chinese and Western, this paper accurately grasps the characteristics of the painting language, which is an important guide to the creation of Chinese realistic ink painting today.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

A Study on Variables related to Positive and Negative Peer Interactions of Young Children (유아기 긍정적.부정적 또래상호작용에 관련된 변인 연구)

  • Lee, Jee Hee;Kim, Hye Youn
    • Korean Journal of Childcare and Education
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    • v.8 no.6
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    • pp.301-322
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    • 2012
  • The purpose of this study is to provide the basic data which can effectively improve young children's peer interaction behavior. For this purpose, this study examined the differences in the peer interactions of 4-year-old or 5-year-old children according to gender and age, and relationship among young children's temperament and emotion regulation, mother's emotional expressiveness, and teacher-child relationships, and then analyzed the relative influence of these variables on peer interaction behavior. The results are as follows. It appeared that boys' positive peer interaction is higher than girls'. Boys' negative peer interaction also is higher than girls'. In addition, the positive peer interaction of 5-year-old children is higher than that of 4-year-old children. As a result of examining the relative influence on peer interactions, children's emotion regulation ability is the most influential variable.

FAMILY ENVIRONMENT OF ATTENTION DEFICIT HYPERACTIVITY DISORDER (주의력결핍 ${\cdot}$ 과잉운동장애의 가정환경에 대한 연구)

  • So, Jun-Hyun;Shin, Yon-O;Cho, Soo-Churl
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.7 no.1
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    • pp.44-51
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    • 1996
  • Objective : The authors investigated family environemtn of ADHD referred to child psychiatric clinics. Method : Seventy two patients were grouped into pure ADHD and comorbid ADHD. Patient's lither and mother conducted the Korean Form of the Family Environment Scale(K-FES). And then, scores were compared with that of 77 normal controls. Results : Among subscales of K-FES, expressiveness, achievement orientation and organization were scored significantly lower in ADHD mothers' reporting than ADHD fathers' And only organization subscale was scored significantly lower in ADHD fathers' reporting than controls' In post hoc comparison, subscales of expressiveness, moral-religious emphasis and organization were significantly lower in mothers' reporting of pure ADHD and comorbid ADHD than of controls, and only organization subscale was significantly lower in fathers' reporting of comorbid ADHD than of controls. Conclusion : Parents of ADHD patients agreed that their families were not well organized, and each perceived somewhat differently on the family environment. Further study is needed to eludicate whether specific family environment causes ADHD or is caused by behavior of ADITD patients.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.