• Title/Summary/Keyword: Real World

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Cognitive Tendency of the Properties of Operations in 10th grade (실수 연산의 성질에 대한 고등학생의 인지 경향)

  • 박임숙
    • The Mathematical Education
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    • v.40 no.2
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    • pp.335-343
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    • 2001
  • Algebra is important part of mathematics education. Recent days, many mathematics educators emphasize on real world situation. Form real situation, pupils make sense of concepts, and mathematize it by reflective thinking. After that they formalize the concepts in abstract. For example, operation in numbers develops these course. Operation in natural number is an arithmetic, but operation on real number is algebra. Transition from arithmetic to algebra has the cutting point in representing the concepts to mathematics sign system. In this note, we see the cognitive tendency of 10th grade about operation of real number, their cutting point of transition from arithmetic to algebra, and show some methods of helping pupils.

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Development of Drone Racing Simulator using SLAM Technology and Reconstruction of Simulated Environments (SLAM 기술을 활용한 가상 환경 복원 및 드론 레이싱 시뮬레이션 제작)

  • Park, Yonghee;Yu, Seunghyun;Lee, Jaegwang;Jeong, Jonghyeon;Jo, Junhyeong;Kim, Soyeon;Oh, Hyejun;Moon, Hyungpil
    • The Journal of Korea Robotics Society
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    • v.16 no.3
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    • pp.245-249
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    • 2021
  • In this paper, we present novel simulation contents for drone racing and autonomous flight of drone. With Depth camera and SLAM, we conducted mapping 3 dimensional environment through RTAB-map. The 3 dimensional map is represented by point cloud data. After that we recovered this data in Unreal Engine. This recovered raw data reflects real data that includes noise and outlier. Also we built drone racing contents like gate and obstacles for evaluating drone flight in Unreal Engine. Then we implemented both HITL and SITL by using AirSim which offers flight controller and ROS api. Finally we show autonomous flight of drone with ROS and AirSim. Drone can fly in real place and sensor property so drone experiences real flight even in the simulation world. Our simulation framework increases practicality than other common simulation that ignore real environment and sensor.

Real-Time Handwritten Letters Recognition On An Embedded Computer Using ConvNets (합성곱 신경망을 사용한 임베디드 시스템에서의 실시간 손글씨 인식)

  • Hosseini, Sepidehsadat;Lee, Sang-Hoon;Cho, Nam-Ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.84-87
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    • 2018
  • Handwritten letter recognition is important for numerous real-world applications and many topics like human-machine interaction, education, entertainment, and more. This paper describes the implementation of a real-time handwritten letters recognition system on a common embedded computer. Recognition is performed using a customized convolutional neural network, which was designed to work with low computational resources such as the Raspberry Pi platform. The experimental results show that the proposed real-time system achieves an outstanding performance in the accuracy rate and the response time for recognition of twenty-six handwritten letters.

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COVID-19 International Collaborative Research by the Health Insurance Review and Assessment Service Using Its Nationwide Real-world Data: Database, Outcomes, and Implications

  • Rho, Yeunsook;Cho, Do Yeon;Son, Yejin;Lee, Yu Jin;Kim, Ji Woo;Lee, Hye Jin;You, Seng Chan;Park, Rae Woong;Lee, Jin Yong
    • Journal of Preventive Medicine and Public Health
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    • v.54 no.1
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    • pp.8-16
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    • 2021
  • This article aims to introduce the inception and operation of the COVID-19 International Collaborative Research Project, the world's first coronavirus disease 2019 (COVID-19) open data project for research, along with its dataset and research method, and to discuss relevant considerations for collaborative research using nationwide real-world data (RWD). COVID-19 has spread across the world since early 2020, becoming a serious global health threat to life, safety, and social and economic activities. However, insufficient RWD from patients was available to help clinicians efficiently diagnose and treat patients with COVID-19, or to provide necessary information to the government for policy-making. Countries that saw a rapid surge of infections had to focus on leveraging medical professionals to treat patients, and the circumstances made it even more difficult to promptly use COVID-19 RWD. Against this backdrop, the Health Insurance Review and Assessment Service (HIRA) of Korea decided to open its COVID-19 RWD collected through Korea's universal health insurance program, under the title of the COVID-19 International Collaborative Research Project. The dataset, consisting of 476 508 claim statements from 234 427 patients (7590 confirmed cases) and 18 691 318 claim statements of the same patients for the previous 3 years, was established and hosted on HIRA's in-house server. Researchers who applied to participate in the project uploaded analysis code on the platform prepared by HIRA, and HIRA conducted the analysis and provided outcome values. As of November 2020, analyses have been completed for 129 research projects, which have been published or are in the process of being published in prestigious journals.

Moving Brand Identity in Cyber World (Cyber World의 Moving Brand Identity에 관한 연구)

  • Whang, Chris Inkyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.65-71
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    • 2016
  • The cyber world is organically alive. It continues to evolve as humans interact with it. Real life and virtual reality are directly or indirectly connected through technology at the network terminal. Branding, in the cyber world, is created by BI(Brand Identity), using designed symbols and logotype developed with digital technology. The objective of this study is to improve the brand value of enterprises and organizations through the use of moving images to adapt to the mobile environment in this rapidly changing cyber world. First, the basic concepts of brand identity, structure, and integrated brand identity were studied. Next, case studies of overseas enterprise branding such Swisscom, HP, BBC were analyzed examining their design concepts and implementation of integrated moving brands. Finally, moving brand identity is explored, for value enhancement, in my projects in ACM SIG CHI 2015, HCI Korea 2014, Aegis Ship 'Yulgok YiYi.' with a discussion of design planning and results. This treatise will contribute to the improvement of brand strategy and design in this country.

Magritte's drawings and Lacan's Subject theory: Gaze, Encounter with the world (마그리트 회화와 라캉의 주체론 - 응시, 세계와의 조우)

  • Baek, Jin-Hwa
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.7-24
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    • 2007
  • The subject is connected with a structure named "The Symbolic" to Lacan, but he denied that the subject is explained simply as a fruit of language and "Other". From his point of view, passing through Subject, De-formation and Crack over it is designated as foundation of generation and creation rather than our destined defect. It should not be understood that subject of "The Real" is a concept of the subject free itself from restraint of "The Symbolic". However, this does not mean he asserts "Subject" is something incapable of being controlled by the unknown power. The problem is that this autonomous existence meets inside of it with something "more than one's own self" by "circulating around itself" like a permanent star. This is the indication of a "stranger in the middle of my privacy", or "extimit$\'{e}$", a coined-word by Lacan. Perhaps "Subject" is nothing more than the name of distance of object which is "too hot" to come close, and of this circulating movement. It's because of this object that the real subject stands against generalization and the subject can't be restored to any place in symbolic order-even though it is empty. The part which is told from Lacan's structural theory, that is to say, an importance to Lacan is that his Subject theory is not suggested or denied as a manual structure. On the contrary, it is a study of the relationship between the settled symbol that included in "real subject which is a unconscious one" and the symbolic subject hold- that is a metaphysical subject in general meaning. In Lacan's enlarged concept of subject beyond symbolic reality, it is noticeable that it gives justifiability to the union of a medium of different nature in artistic expression. We can recognize that the unconscious world is a living space which enables it to be a "condition of human being", not something dark under the surface of water through Magritte's(Rene Magritte, 1898~1967) surrealistic works. In other words, Magritte's art secures a core dimension of human nature through a mysterious gap of conscious and settled space. Magritte's drawings often evokes strange and unsettling feelings in people who view his paintings. This is because routine objects are found in "unsuitable" places from which we usually find them in our everyday lives. "Reality" in Magritte's paintings makes it aware that it is a strained field of concealment and disclosure basically between truths, and we can learn that his behavior to overturn to paint in-visible things is finally an effort to restore the "real subject" to the viewer's reality. In other words, such reversion arouses a nostalgic desire for the objects existing in their original appearance as they are - natural condition that our gaze had not been distorted yet by anamorphic stains. - and the state when we are conscious of them normally. Such desire offers an opportunity for us to get out of mental depression rather than operates to us as an abnormal crack. It's a successive process of effort to search for lost subject and Paradise Lost facing up to reality of subject human that is to be a subject of world and life are ousted from their place by structure and authority of culture.

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The Meaning of Daesoon Thoughts on the Basis of Asian Traditional Philosophy (유·불·도 철학의 관점에서 바라본 대순사상의 의의)

  • Hwang, Joon-Yon
    • Journal of the Daesoon Academy of Sciences
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    • v.20
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    • pp.67-94
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    • 2009
  • Kang Jeung-san whose real name is Kang Il-soon was a Korean born thinker who thought himself as Shangti(上帝). It is told that he made a Great Tour(大巡) upon this world. His thought was affected by Asian traditional philosophy such as Confucianism, Buddhism and Daoism. He founded a religious body, called Jeung-san-Gyo which could be formed a syncretism of East Asian traditional thoughts. We have to survey Asian traditional thoughts in order to understand Kang Jeung-san's religious thinking. According to the Great Tour Scripture(大巡典經), he have read Confucian moral books, holy Sutra of Buddha and the books of Daoism. In the field of Confucianism, he stressed upon the Book of Changes (Zou-yi; 周易). And for Buddhism, he showed great concern on a monk, Jin-mook(震黙) who lived 15th century in Chosun Dynasty. Jeung-san Shangti followed Daoistic way when he performed religious ritual. In case of performance, he was compared as a great Shaman who wanted to save the world. And the most typical ritual was called public business of Heaven and Earth(天地公事). He showed a great scale while he was touring the world in space. The most important thing, however, is to overcome the localization which seems still prevailing doctrine of the Jeung-san thought. For this, the followers of Jeung-san-Gyo should study world philosophy and accept the modernity so as to broaden Jeung-san thought to the rest of the world.

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A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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A study of simulation in Cindy Sherman's image in body and violence (신디셔먼(Cindy Sherman)의 이미지에 나타난 시뮬라시옹 분석-신체와 폭력을 중심으로)

  • Lee, Ho-Young
    • Cartoon and Animation Studies
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    • s.20
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    • pp.121-139
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    • 2010
  • As a society gets digitalized, world of simulation will expand. The world of simulation is a forced, human-making world where we are going on our lives. It is power that dominates human beings. It is a main discourse producing forces. We are using violence to ourselves to escape this forcing phenomenon. Cindy Sherman is being paid attention as an artist who expresses physical human being in the world of simulation - human who desires something, is sacrificed by violence and is using violence to himself. She is casting a question about the violence of power in the world - who are you right now in the border between the real world and the fake one? - Her method is by various symbols: masks and makeup in her works, human desires and violent realities in symbolic packages. Only when we see the world as flesh, that is a specific body, not as separated organs, can this world be something we can feel. This world is something simulacre and at the same time is bearing violence in it. She sacrifices herself to violence to avoid the very violence. This behavior is to refine or avoid gigantic violence. She is saying that the others' pains, birth and death of flowers are not only theirs but also ours.

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.