• 제목/요약/키워드: Jeju language

검색결과 59건 처리시간 0.024초

제주어 화자에서 '아래 아'(/ㆍ/) 조음의 영상의학적 및 음향학적 특성 (Radiological and acoustic characteristics of "Arae-a" (/ㆍ/) articulation in Jeju language speakers)

  • 이승진;최홍식
    • 말소리와 음성과학
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    • 제10권1호
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    • pp.57-64
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    • 2018
  • The purpose of the present study was to explore the radiological and acoustic characteristics of "Arae-a" (/${\cdot}$/) articulation in two male Jeju language speakers, focusing on selected measures in radiological images derived from computed tomography scans, as well as the first and the second formant measures in selected vowels. An elderly male speaker (a 78-year-old) and a young male speaker (a 34-year-old) participated in the study. During the production of four selected vowels, the shape of the vocal tract was identified, and selected measures were obtained from the elderly participant's computed tomography (CT) scans. For acoustic analysis, the participants were given a list of near-minimal pairs consisting of 112 words and asked to read them aloud. The results indicated that the "Arae-a" (/${\cdot}$/) articulation of the elderly speaker showed unique acoustic and radiological characteristics compared to other similar vowels, thus presenting substantial consistency with the descriptions of the "Hunminjeongeum Haeryebon." In contrast, the F1 and F2 measures of the young male's /${\cdot}$/ articulation were not distinguished from those of /ㅗ/. Current results, in part, support the scientific principles underlying the invention of "Arae-a," which reflects the shape of the vocal tract during production, and the necessity for further research.

스크래치 프로그래밍을 통한 알고리즘 학습 프로그램 개발 및 적용 연구 (Research on Development and Application of Learning Program about Algorithm by Using Scratch Programming)

  • 현동림;양영훈;김은길;김종훈
    • 정보교육학회논문지
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    • 제15권3호
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    • pp.387-397
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    • 2011
  • 본 연구에서는 컴퓨터 과학 교육에서 강조하는 알고리즘 수업에서 교육용 프로그래밍 언어인 스크래치를 활용하였을 때 학습자의 논리적 사고력에 미치는 영향을 분석하고자 교재를 개발하고 투입하여 효과를 검증하였다. 알고리즘 교육 내용은 외국의 ACM과 국내의 중학교 정보 교과 교육과정을 분석하여 선정하였으며, 개발된 교재를 초등학교 4학년 학생에게 투입하였다. 논리적 사고력의 영향을 살펴보기 위하여 GALT 축소본 검사지를 사용하였으며 실험집단의 논리적 사고력의 논리합계와 조합논리에서 유의미한 차이의 신장을 보였다.

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제주관광공사 '비짓제주' 중문 홈페이지의 로컬라이제이션 연구 -콘텐츠 선정과 번역 텍스트를 중심으로 (Localization of Chinese Version of Jeju Tourism Organization's Official Version 'Visit Jeju' - Centered on Contents Selection and Translation)

  • 홍미미
    • 한국콘텐츠학회논문지
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    • 제19권1호
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    • pp.535-547
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    • 2019
  • 웹사이트의 로컬라이제이션은 원천어 홈페이지의 콘텐츠와 텍스트를 그대로 번역하는 것보다 목적어 시장의 문화, 수요 등에 따라 조절하여 수용도를 높이는 과정이다. 본고는 로컬라이제이션의 측면에서 제주관광공사 '비짓제주' 중문 홈페이지의 로컬라이제이션 전략 및 문제점을 검토하고자 한다. 먼저 '비짓제주' 중문 홈페이지와 국문 홈페이지의 비교를 통하여 콘텐츠 선정과 번역에 있어 어떠한 로컬라이제이션 전략을 적용하고 있는지 분석한 다음에 중국 본토 관광 정보 사이트 '마펑워'와 비교하여 차이점을 찾아낸다. 이를 바탕으로 '비짓제주' 중문 웹사이트의 로컬라이제인션 전략을 정리하고 개선할 수 있는 점을 제시한다. 더 나아가 한국 웹사이트 중문 홈페이지의 개설을 위하여 제안해보고자 한다.

Development of Tourism Information Named Entity Recognition Datasets for the Fine-tune KoBERT-CRF Model

  • Jwa, Myeong-Cheol;Jwa, Jeong-Woo
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.55-62
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    • 2022
  • A smart tourism chatbot is needed as a user interface to efficiently provide smart tourism services such as recommended travel products, tourist information, my travel itinerary, and tour guide service to tourists. We have been developed a smart tourism app and a smart tourism information system that provide smart tourism services to tourists. We also developed a smart tourism chatbot service consisting of khaiii morpheme analyzer, rule-based intention classification, and tourism information knowledge base using Neo4j graph database. In this paper, we develop the Korean and English smart tourism Name Entity (NE) datasets required for the development of the NER model using the pre-trained language models (PLMs) for the smart tourism chatbot system. We create the tourism information NER datasets by collecting source data through smart tourism app, visitJeju web of Jeju Tourism Organization (JTO), and web search, and preprocessing it using Korean and English tourism information Name Entity dictionaries. We perform training on the KoBERT-CRF NER model using the developed Korean and English tourism information NER datasets. The weight-averaged precision, recall, and f1 scores are 0.94, 0.92 and 0.94 on Korean and English tourism information NER datasets.

Conflict Analysis in Construction Project with Unstructured Data: A Case Study of Jeju Naval Base Project in South Korea

  • Baek, Seungwon;Han, Seung Heon;Lee, Changjun;Jang, Woosik;Ock, Jong Ho
    • 국제학술발표논문집
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    • The 7th International Conference on Construction Engineering and Project Management Summit Forum on Sustainable Construction and Management
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    • pp.291-296
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    • 2017
  • Infrastructure development as national project suffers from social conflict which is one of main risk to be managed. Social conflicts have a negative impact on not only the social integration but also the national economy as they require enormous social costs to be solved. Against this backdrop, this study analyzes social conflict using articles published by online news media based on web-crawling and natural language processing (NLP) techniques. As an illustrative case, the Jeju Naval Base (JNB) project which is one of representative conflict case in South Korea is analyzed. Total of 21,788 articles and representative keywords are identified annually. Additionally, comparative analysis is conducted between the extracted keywords and actual events occurred during the project. The authors explain actual events in the JNB project based on the extracted words by the year. This study contributes to analyze social conflict and to extract meaningful information from unstructured data.

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초·중등학생의 문제해결능력 신장을 위한 알고리즘 학습 방안 연구 (A Study of Algorithm Learning Methods for Improvement of Elementary and Middle School Students' Problem-Solving Abilities)

  • 김은길;김승완;현동림;김종진;김종훈
    • 수산해양교육연구
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    • 제23권1호
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    • pp.92-104
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    • 2011
  • Korea is a high level of ICT infrastructure Construction in the OECD's PISA 2006. However, the purpose using of ICT was analyzed for the sake of the interest. They have been emphasized a algorithm-based computer education in conference that it was attended by government, industry and university officials. We designed an algorithm curriculum by analyze a case in international ICT training courses and research. And we were proposed various methods, such as web-based contents, play-based programs, outdoor activities and educational programming language learning for algorithm learning at levels of elementary and middle school students.

초등학생의 일반창의성, 언어지능, 국어성적과 언어창의성 간의 관계연구 (The Relationship Among Domain-General Creativity, Linguistic Intelligence, Korean Language Grade and Linguistic Creativity of Elementary School Student)

  • 박정환;홍미선;유경훈
    • 한국산학기술학회논문지
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    • 제14권8호
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    • pp.3760-3767
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    • 2013
  • 본 연구는 초등학생들을 대상으로 일반창의성, 언어지능, 국어성적이 언어창의성에 미치는 영향을 살펴보고자 실시되었다. 서울시에 위치한 3개의 초등학교 4학년 338명을 대상으로 검사를 실시하였다. 사용된 검사는 다중지능검사 중 언어검사와 일반창의성 검사인 TTCT이며 국어성적은 학교에서 실시한 중간, 기말시험 성적을 사용하였으며 언어창의성은 에세이쓰기를 실시하였다. 수집된 자료는 SPSS 18.0을 활용하여 상관분석, 회귀분석, 분산분석을 실시하였다. 연구결과를 살펴보면 언어창의성은 일반창의성 전체점수에서 상관이 있는 것으로 나타났으며 하위요인에서는 제목의 추상성과 정교성에서 유의미한 상관이 나타났다. 언어창의성은 국어성적과는 정적상관이 있는 것으로 나타났으며 언어지능과는 상관이 없는 것으로 나타났다. 회귀분석을 실시한 결과 언어창의성은 일반창의성 가운데 제목의 추상성 요인이 가장 잘 설명하는 것으로 나타났으며 제목의 추상성 수준에 따라 언어창의성 평균은 의미있는 차이가 있는 것으로 나타났다.

제주도 방언의 주거 문화 관련 어휘 연구 -서귀포시 성읍민속마을을 대상으로- (Study on Vocabulary Relating to the Housing Cultures in Jeju Dialect: Around Seongeup folk village, Seogwipo-si)

  • 김순자
    • 한국어학
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    • 제80권
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    • pp.49-85
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    • 2018
  • The purpose of this study is to research and systematize Jeju dialectal words about Jeju traditional housing culture and study them on the basis of lexical semantics. Vocabularies related to the names of the traditional thatched-roof house and its partial names, thatching, supplementary facilities, housing culture, etc. were categorized after recording in an ethnographic way from Seongeup folk village which is Important Folklore Material no.188, and studied them linguistically. Informants are fore people who were born and bred in Seongeup-ri and they are over 70. They have a lot of experiences building thatched-roof houses from a young age. There are 9 different categories - the kind of the house, partial names, exterior space, materials, tools, words about actions, doers, units, and folklore. Some new words related to Jeju traditional housing, which had not been in the list of Korean dictionary, could be introduced as a result of the study. For example, rice which are made when doing earth work is called Heukppap and adzes used to sharpen stones are called Dolchagui. The finding of These new words hopefully contribute to the promotion of Korean language as well as enrich vocabulary on housing. Furthermore, the collected vocabularies and oral materials could be used as important educational materials to comprehend Jeju traditional housing culture.

초등학생의 창의성 신장을 위한 예술 영역 교과 중심의 STEAM 교육 프로그램 개발 및 적용: 스크래치 프로그래밍 언어를 활용하여 (Development and Application of Education Program Art Area Subject-based STEAM for Improvement of Elementary Students' Creativity: With a Scratch Programming Language)

  • 서영호;정승범;김종훈
    • 수산해양교육연구
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    • 제28권1호
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    • pp.69-82
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    • 2016
  • In this study, Art area -based STEAM education programs that take advantage of the Scratch was to analyze the effect of the development of elementary school students' creativity. The winter break of ${\bigcirc}{\bigcirc}$ university education donation application students 3, 4, 5th grader was verified two research hypothesis to the target. First, Art area -based STEAM education programs will be effective on the development of elementary school students' creativity. Second, Art area -based STEAM education programs will be more effective on the development of the elementary school girls' creativity than the elementary school boys' creativity. Art area -based STEAM education programs is to show a significant difference on the development of elementary school students' creativity, mean change of elementary school girls were remarkable than boys.

Kodu를 이용한 프로그래밍 중심 STEAM 교육 프로그램 개발 및 적용 (Development and Implementation of STEAM Program based on Programming using Kodu)

  • 김태훈;양영훈;김종훈
    • 수산해양교육연구
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    • 제25권5호
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    • pp.1020-1030
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    • 2013
  • The purpose of this study was to develop the STEAM educational program based on the computer programming. STEAM education has been recently attracted to a lot of people. We had a focus of computer science in STEM fields. We used the programming language f or learning KODU. We selected appropriate topics for STEAM education and learning programming. We developed the educational program of 30 hours about selected topics and had classes for 4th and 5th grade elementary students. In order to verify the effectiveness of the educational program, we analyzed the results of pre- and posttest about GALT(Group Assessment of Logical Thinking), TTCT(Torrance Tests of Creative Thinking), science-related affective domain, and mathematical interests and attitudes tests. In the analysis results, the education program we developed had positive impacts on creativity, logical thinking, and science-related affective domain of elementary school students.