• Title/Summary/Keyword: Object Perspective

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Analysis of Word Problems in the Domain of 'Numbers and Operations' of Textbooks from the Perspective of 'Nominalization' (명사화의 관점에서 수와 연산 영역의 교과서 문장제 분석)

  • Chang, Hyewon;Kang, Yunji
    • Education of Primary School Mathematics
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    • v.25 no.4
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    • pp.395-410
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    • 2022
  • Nominalization is one of the grammatical metaphors, and it is the representation of verbal meaning through noun equivalent phrases. In mathematical word problems, texts using nominalization have both the advantage of clarifying the object to be noted in the mathematization stage, and the disadvantage of complicating sentence structure, making it difficult to understand the sentences and hindering the experience of the full steps in mathematical modelling. The purpose of this study is to analyze word problems in the textbooks from the perspective of nominalization, a linguistic element, and to derive implications in relation to students' difficulties during solving the word problems. To this end, the types of nominalization of 341 word problems from the content domain of 'Numbers and Operations' of elementary math textbooks according to the 2015 revised national curriculum were analyzed in four aspects: grade-band group, main class and unit assessment, specialized class, and mathematical expression required word problems. Based on the analysis results, didactical implications related to the linguistic expression of the mathematical word problems were derived.

Exploring Practices of Interpretation and Communication in Art Museums (미술관의 해석과 소통의 모색)

  • Kim, Elm-Yeong
    • The Journal of Art Theory & Practice
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    • no.2
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    • pp.147-168
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    • 2004
  • This study examined the role of interpretation with various practices in art museums to seek a new meaning and a concept of art museum today. The exploration of interpretation would he a starting point to discuss about on art museums with professionals in each art-related field. While museums recognize the concept of interpretation and the scope of the functions in different levels, the study focused on the practices of collecting and exhibiting that will entrust the museum new realms of activities toward the audience. In particular, its emphases are set force on the information on the collections via the museum's web sites, interpretation policies, and theories and methodologies in exhibition development. Art museum websites well reflect how museums utilize the new medium to enhance the understanding of art works by providing in-depth art historical information, comprehensive contexts, and subject/concept based search methods. In recent decades, these have enacted changes to expand dimensions of interpretive functions in most museums, particularly in the United States and others. In an administrative perspective, Tate Gallery Interpretation Policy became an good example how an art museum put its interpretation philosophy as the basis of interpreting collection and public programs. Tate established functions of intrepretation and education not only within a task-based team but also as an intrer-divisional coorperation to provide an interpretation scheme of information provisions such as guide brochure, audio tour, multimedia content, and library. New environment and trends of museum exhibition, and its development processes stem from communication theories, object interpretation philosophy, display strategies, and various evaluation techniques through audiences, with the communication theories of Shannon and Weaver, Berlo's SMCR(Source-Message-Channel-Receiver) models were perceived as to understand the mechanism to communicate museum exhibits to visitors Suzan vogel's insight into object display strategy helped to conceive the mechanism of object recontextualization. She emphasized that the museum's practice to construe opinions and impressions through object display should be discreet and critical, therefore, the professionals to plan the exhibition should reveal the intention and their practices. For a prevailing new methodology from the field, the interpretive exhibition development processes are articulated as the front-end, formative, and summative evaluation, futhermore the team process in industrial product management models was adapted. These have turned out to be more interactive with visitors and effective to communicate the exhibition concepts and messages, hence resulting in enriched museum experiences. Finally the study concluded that understanding the aspects of interpretation should help art museums to set a framework for current practices to expand its public dimension. It can provide curators with a critical view to website planning and its content. And obviously, the interpretive exhibition development methodology will lead museum exhibition developers to be skilled in its current approaches to thematic exhibition concerning diverse subjects and topics.

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Position Estimation of Autonomous Mobile Robot Using Geometric Information of a Moving Object (이동물체의 기하학적 위치정보를 이용한 자율이동로봇의 위치추정)

  • Jin, Tae-Seok;Lee, Jang-Myung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.438-444
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    • 2004
  • The intelligent robots that will be needed in the near future are human-friendly robots that are able to coexist with humans and support humans effectively. To realize this, robots need to recognize their position and posture in known environment as well as unknown environment. Moreover, it is necessary for their localization to occur naturally. It is desirable for a robot to estimate of his position by solving uncertainty for mobile robot navigation, as one of the best important problems. In this paper, we describe a method for the localization of a mobile robot using image information of a moving object. This method combines the observed position from dead-reckoning sensors and the estimated position from the images captured by a fixed camera to localize a mobile robot. Using the a priori known path of a moving object in the world coordinates and a perspective camera model, we derive the geometric constraint equations which represent the relation between image frame coordinates for a moving object and the estimated robot's position. Since the equations are based or the estimated position, the measurement error may exist all the time. The proposed method utilizes the error between the observed and estimated image coordinates to localize the mobile robot. The Kalman filter scheme is applied for this method. its performance is verified by the computer simulation and the experiment.

Estimation of Displacements and Velocities of Objects from Soccer Image Sequences (축구 영상 시퀀스로부터 물체 이동거리와 속도 측정)

  • Nam, Si-Wook;Yi, Jong-Hyon;Lee, Jae-Cheol;Park, Yeung-Gyu;Kim, Jai-Hie
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.2
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    • pp.1-8
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    • 2001
  • In this paper, we propose an algorithm which estimates the displacements and velocities of objects in the soccer field from the soccer image sequences. Assuming the time interval of an object movement is given, we transform the object positions into those in the soccer field model and compute the distance and the velocity. When four corresponding pairs of the feature points, such as the crossing points of the lines in the soccer field, exist and three of them are not on a line, we transform the object positions in the soccer image into those in the soccer field by using the perspective displacement field model. In addition, when the soccer image has less than four feature points, we first transform the object positions into those in the image which has more than four feature points, and then transform the positions into those in the soccer field again. To find the coordinate transformation between two images, we estimate the panning and zooming for consecutive images in the sequence. In the experimental results, we quantitatively evaluated the estimation accuracy by applying our algorithm to the synthetic. soccer image sequences generated by graphic tools, and applied it to the real soccer image sequences for broadcasting to show its usefulness.

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Robust Vision Based Algorithm for Accident Detection of Crossroad (교차로 사고감지를 위한 강건한 비젼기반 알고리즘)

  • Jeong, Sung-Hwan;Lee, Joon-Whoan
    • The KIPS Transactions:PartB
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    • v.18B no.3
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    • pp.117-130
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    • 2011
  • The purpose of this study is to produce a better way to detect crossroad accidents, which involves an efficient method to produce background images in consideration of object movement and preserve/demonstrate the candidate accident region. One of the prior studies proposed an employment of traffic signal interval within crossroad to detect accidents on crossroad, but it may cause a failure to detect unwanted accidents if any object is covered on an accident site. This study adopted inverse perspective mapping to control the scale of object, and proposed different ways such as producing robust background images enough to resist surrounding noise, generating candidate accident regions through information on object movement, and by using edge information to preserve and delete the candidate accident region. In order to measure the performance of proposed algorithm, a variety of traffic images were saved and used for experiment (e.g. recorded images on rush hours via DVR installed on crossroad, different accident images recorded in day and night rainy days, and recorded images including surrounding noise of lighting and shades). As a result, it was found that there were all 20 experiment cases of accident detected and actual effective rate of accident detection amounted to 76.9% on average. In addition, the image processing rate ranged from 10~14 frame/sec depending on the area of detection region. Thus, it is concluded that there will be no problem in real-time image processing.

An Analysis of 'Any' and 'Amwu' ('ANY'와 '아무'에 관한 분석)

  • Kim, Hanseung
    • Korean Journal of Logic
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    • v.17 no.2
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    • pp.253-287
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    • 2014
  • In First-Order Logic the English expressions, 'any', 'every', 'all', and 'each' are treated on a par but have different meanings in the natural language usages. Especially the expression 'any' is typically used only in the negative contexts, which linguists have paid attention to and attempted to provide an adequate explanation of. I shall show that the explanations so far mainly from linguists are not satisfactory and revive the philosophical insights concerning the logical features of 'any' provided by Zeno Vendler in 1962. I shall claim that the expression 'any' has what Vendler calls the 'freedom of choice' as its primary meaning and denotes what Kit Fine calls an 'arbitrary object'. It will be shown that the logical features of 'any' are manifested more evidently in the analysis of the Korean expression 'amwu'. I believe that this analysis has significant philosophical implications. As an instance I shall show that we can take a fresh perspective on the problem which involves the universal generalization rule and the preface paradox.

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FUN Fashion Design in the Emotional Consumption Era (감성소비시대의 펀(Fun) 패션디자인)

  • Im, Hyo-Bin;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.93-105
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    • 2011
  • This research is aimed at examining the characteristics of the fun fashion design in the emotional consumption era from a broad perspective, and it is meaningful in the sense that it presents the ideal direction for the development of fashion products that can satisfy the changing desires of the consumers today and tomorrow. For this, the documentary study and practical case study have been executed. This paper examined the two aspects of the fun definition when it comes to the characteristics of the fun fashion design that are manifested in the emotional consumption era. First, fun fashion design that is presented by designers from the consumers' position manifests in the form of deviation from the every day life rules, use of the child-like expression mediums and unexpected turning, fun fashion design when it pertains to the deviation from the every day life rules is expressed freely, adopts object and forms it, and mixes in the alien elements, fun fashion design when it pertains to the use of child-like expression element is manifested in the form of child-like expression, child-like expression of the form, child-like drawing, introduction of the child-like object, character and graffiti. Moreover, fun fashion design of the unexpected turn is expressed with illusion and storytelling. Next, fun fashion design from the participants' position is a design created by the active participation of the consumers. As the producers who participate actively in the product design process, design is modified by the design of participation and users so that the users can enjoy it. Likewise, it is manifested in the form of design of participation.

A Review of Fashion Therapy and Proposal of Protocol (패션 테라피 고찰과 프로토콜 제안)

  • Lee, Sae Eun;Lee, Yuri;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.5
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    • pp.788-800
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    • 2016
  • This study proposes an execution protocol for fashion therapy. Research on fashion therapy are limited and insufficient for the current need for the establishment of a fashion therapy theory. This study introduces cognitive behavior therapy, embodied cognition, and object relations theory as theories that underlie fashion therapy. A fashion therapy system model is provided based on the analysis of art therapy to explore its applicability to fashion therapy. The fashion therapy system model utilizes fashion items to managing pain and stress to better competence, encouragement and self-expression mechanisms to improve social, psychological, emotional and behavioral functions. In addition, 8 phases of the fashion therapy process (inquiry, forming rapport, assessment, goal-objective, observation, selection of strategy and design, practice, and the final evaluation and closing of fashion therapy) are suggested for developing a practical fashion therapy program. This study is to help overcome a negative perspective on fashion that provokes an excessive spending behavior and to make a practical contribution by creating more social value through fashion. The significance of the study is in the attempt to create an interdisciplinary approach of psychotherapy and fashion that can be extend into the fashion and textile discipline.

Semiotic Analysis of Film Sound in Hitchcock's <The Man Who Knew Too Much(1956)> (히치콕 <The Man Who Knew Too Much(1956)> 영화 사운드의 기호학적 분석)

  • Park, Byung-Kyu
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.65-74
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    • 2015
  • This study is dealing with sound of Hitchcock's movie <The Man Who Knew Too Much (1956)> from Peirce's semiotic perspective. This paper examined Peirce's theory prior to semiotic discussion, and analyzed the three elements of sound(speech, noise, music) depending on the type of sign that he presented. Music is possible to express emotions as an index through intervals. The instrument sound under firstness works as the element of narrative and it may be a dynamic object, transferred to the dicisign of secondness. Also, a word in speech is possible to represent an object allusively through an icon in the film. Noise and music as an index are serving to increase the tension of film. Meanwhile, two different genres of music on the juxtaposition are in charge of narrative function as a dicisign. Thus, Hitchcock's sound has various semiotic qualities of signification depending on the context.

Wearable User Interface based on EOG and Marker Recognition (EOG와 마커인식을 이용한 착용형 사용자 인터페이스)

  • Kang, Sun-Kyoung;Jung, Sung-Tae;Lee, Sang-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.133-141
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    • 2006
  • Recently many wearable computers have been developed. But they still have many user interface problems from both an input and output perspective. This paper presents a wearable user interface based on EOG(electrooculogram) sensing circuit and marker recognition. In the proposed user interface, the EOG sensor circuit which tracks the movement of eyes by sensing the potential difference across the eye is used as a pointing device. Objects to manipulate are represented human readable markers. And the marker recognition system detects and recognize markers from the camera input image. When a marker is recognized, the corresponding property window and method window are displayed to the head mounted display. Users manipulate the object by selecting a property or a method item from the window. By using the EOG sensor circuit and the marker recognition system, we can manipulate an object with only eye movement in the wearable computing environment.

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