• 제목/요약/키워드: S-representation

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4-6세 아동의 미술 표현 발달 (Visual Arts Development in 4- to 6-year-old Children)

  • 최영옥;이영
    • 아동학회지
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    • 제21권2호
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    • pp.171-188
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    • 2000
  • The level of representation, exploration and artistry by age and sex was examined in twenty children in each of 4-, 5-, and 6-year old groups attending an early education facility in Pundang City, Kyong'gi Province. Evaluation was by the scoring system used in the Project Spetrum(Krechevsky, 1994) with children's drawings of an animal, person, imaginary animal and 3D work with clay. Data were analyzed by 2-way ANOVA and Duncan test. The level of representation was lower than exploration and artistry in the 4-year-old groups. Level of artistry was lower than representation and exploration in the 5-and 6-year-old groups. The older children and girls showed higher scores than the younger children and boys in representation and exploration. There were differences between 4-and 5-year old children in artistry development.

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지능로봇을 위한 다층구조의 행위 표현 방법론에 관한 연구 (Study on the methodology of Multi-later behavior representation for intelligent Robots)

  • 조수정;최경현;도양회;김병국
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.984-988
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    • 2005
  • To accomplish various and complex tasks by intelligent robots, improvement is needed not only in mechanical system architecture but also in control system architecture. Hybrid control architecture has been suggested as a mutually complementing architecture of the weak points of a deliberative and a reactive control. This paper addresses a control architecture of robots, and a behavior representation methodology. The suggested control architecture consists of three layers of deliberative, sequencing, and reactive as hybrid control architecture. Multi-layer behavior model is employed to represent desired tasks. 3D simulation will be conducted to verify the applicability of suggested control architecture and behavior representation method.

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학령전기 아동의 심적 표상 : 부모에 대한 심적 표상과의 관계를 중심으로 (MENTAL REPRESENTATION OF PRESCHOOL CHILDREN:ASSOCIATION WITH PARENTAL MENTAL REPRESENTATION)

  • 이경숙;이혜란;신의진
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제10권1호
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    • pp.21-33
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    • 1999
  • 자기보고 능력이 부족하다고 알려진 학령전기 아동의 임상 평가는 외부관찰자의 보고에 의존하는 점이 많고 아동 자신의 내적인 경험, 생각, 감정에 대한 직접적인 평가가 어렵다. 본 연구에서는 놀이 상황에서 학령전기 아동의 내적 마음의 표상을 알아보기 위해 개발된 MacArthur Story-Stem Battery(MSSB)를 사용하여 정상 아동의 내적 마음의 표상의 발달에 대한 연구를 시행하여 학령전기 아동의 임상 평가에 도움을 주고자 하였다. 본 연구는 만 3세부터 7세까지의 정상 아동 55명(남아 32명, 여아 23명)에서 MSSB, 언어평가(Peabody Picture Vocabulary Test-Revised), 지능평가를 시행하고 비디오로 녹화하여 분석하였으며 결과는 다음과 같다. 1) 정서적인 갈등 상황을 설정한 놀이에서 아동들은 비전형적 부정적 반응, 보상/죄의식, 처벌, 개인적 상해 등의 부정적인 정신적 표상이 흔히 표현되었다. 2) 부모에 대한 정신적 표상은 긍정적 표상, 훈육적 표상, 부정적 표상의 순으로 표현되었다. 3) MSSB 내용 주제요인 분석 결과, 비전형적 부정적 반응, 공격성, 개인적 상해, 배제로 묶이는 공격적 주제, 애정, 제휴, 죄의식/보상으로 묶이는 친사회적 주제, 처벌과 불복종으로 묶이는 반항적 주제 세 가지로 나타났다. 4) 부모에 대한 정신적 표상과 MSSB 내용 주제와의 상관관계를 살펴보면, 부모에 대한 긍정적 표상은 친사회적 주제와(r=0.40), 부정적 표상은 공격적 주제와(r=0.52) 그리고 훈육적 표상은 반항적 주제와(r=0.75) 유의미한 양의 상관관계를 보였다. 5) 부모에 대한 정신적 표상과 MSSB 정서 반응과의 상관관계를 살펴보면, 부모에 대한 긍정적 정신적 표상과 불안 사이에 유의미한 부적 상관관계(r=-0.43)를 보였다. 6) MSSB 내용 주제와 정서 반응사이의 상관관계를 살펴보면, 공격적 주제(r=0.28)와 반항적 주제(r=0.29)는 고통의 감정 반응과 유의미한 양적 상관관계를 보였고 친사회적 주제는 근심(r=-0.29), 불안(r=-0.43)과 유의미한 부적 상관관계를 보였다. 이상의 결과에 의하면 정서적인 갈등을 야기하는 놀이 상황에서 학령전기 아동들은 부정적인 정신적 표상을 흔히 보였으며 부모들은 자신들을 도와주는 긍정적인 표상으로 나타남을 알 수 있다. 또한 공격적 주제를 많이 보이는 아동들은 부정적인 정서 반응과 부모에 대해 부정적인 정신적 표상을 많이 나타냄을 알 수 있다.

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스타이너 트리를 구하기 위한 부동소수점 표현을 이용한 유전자 알고리즘 (Genetic Algorithm Using-Floating Point Representation for Steiner Tree)

  • 김채주;성길영;우종호
    • 한국정보통신학회논문지
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    • 제8권5호
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    • pp.1089-1095
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    • 2004
  • 주어진 네트워크에서 최적의 스타이너 트리를 구하는 문제는 NP-hard이며, 최적에 가까운 스타이너 트리를 구하기 위하여 유전자 알고리즘을 이용한다. 본 논문에서는 이 문제를 해결하기 위하여 유전자 알고리즘에서 염색체를 기존의 이진스트링 대신 부동소수점으로 표현하였다. 먼저 주어진 네트워크에 Prim의 알고리즘을 적용하여 스패닝 트리를 구하고, 부동소수점 표현을 갖는 유전자 알고리즘을 사용하여 새로운 스타이너 점을 트리에 추가하는 과정을 반복함으로써 최적에 가까운 스타이너 트리를 구했다 이 방법을 사용하면 이진스트링을 사용하는 기존의 방법에 비해서 트리가 보다 빠르고 정확하게 최적에 가까운 스타이너 트리에 접근했다.

소셜네트워크 서비스(SNS)에서의 자아노출 행위탐색 : 개인적 속성과 사회적 영향효과를 중심으로 (Exploring Self-Presentation Behaviors in SNS : Focusing on Personal Characteristics and Social Influences)

  • 문윤지;엄혜미
    • Journal of Information Technology Applications and Management
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    • 제25권2호
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    • pp.1-21
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    • 2018
  • This study aims to investigate the usage patterns of users in Social Network Services (SNS) where is an upsurge. Specifically, the paper considers the reason why young people more and more prefer online (or mobile) SNS activities rather than offline face-to-face social relationship. Furthermore, the drivers which affect SNS usages are considered from users' personal characteristics and social influences. User's personal characteristics include their personalities (extraversion and introversion), narcissism, and life satisfaction. Social influences involve subjective norm, visibility, and image. Affected by personal and social factors in SNS, users intend to show positive self-presentation, which refers to a behavior to selectively expose his/her goodness to others. As one of the most influential drivers affecting SNS usage, the positive self-representation has an effect on the level of SNS usage. Thus, this paper suggests the hypothesized research model focusing on positive self-representation in the relationship among personal characteristics, social influence, and user's behavior in SNS. Empirical data analysis with 100 questionnaires suggests that all hypotheses were adopted except for the effect of visibility among social influence factors on positive self-representation.

Self-Representation and Korean Honorific Shifts

  • Oh, Kyung-Ae
    • 한국언어정보학회지:언어와정보
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    • 제18권1호
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    • pp.53-75
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    • 2014
  • This study discovers the dynamic nature of an interactional hierarchy as well as an institutional hierarchy in the use of Korean honorifics. Data was collected from the conversations of two Korean female interlocutors. The interlocutors met for the first time in the U.S. and often changed their use of honorifics. The paper examines the method in which the two interlocutors negotiate hierarchies during interaction and how the negotiation is reflected in their use of honorific shifts. The paper also investigates honorific shifts in terms of self-representation to suggest that there is another hierarchy at work other than the institutional hierarchy. An examination of the data shows that the shifts occurred not randomly but strategically. The findings suggest that 1) interlocutors may negotiate interactional hierarchy during their conversation, often in the same sentence, 2) interactional hierarchy often cross the boundary of the institutional hierarchy to obtain interactional goals, in this case, intimacy, and 3) the utterance contents may play a significant role in the interlocutors' honorific shifts.

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조응어 해석을 위한 역동적 모델 (A Dynamic Approach to Anaphoric Resolution)

  • 정소우
    • 한국언어정보학회지:언어와정보
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    • 제12권1호
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    • pp.1-26
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    • 2008
  • This paper proposes a dynamic approach to anaphoric resolution in conjunction phrases, in terms of Discourse Representation Theory. Unlike Kamp, van Genabith, and Reyle (forthcomming)'s analysis, it proposes two different types of discourse representation structures for conjunction phrases; one for coordinate phrases such as and conjunction phrases and the other one for subordination conjunction phrases such as when subordination phrases. Following Chung (1992), Chung (2004), every element is processed in the order of occurrence and conjunction operators in a non-sentence-initial position cause the ongoing DR to split in two with the same index. DRS conditions and accessibility are accordingly modified so that DRs for conjunction clauses can be accessible from DRs for main clauses.

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영상적 표상이 포함된 비례 문제에서 나타난 아동들의 비례적 사고 분석 (An Analysis of Children's Proportional Reasoning in Proportional Problems with Iconic Representations)

  • 김민경
    • 한국수학교육학회지시리즈A:수학교육
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    • 제46권2호
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    • pp.141-153
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    • 2007
  • The purpose of the study is to analyze children's proportional reasoning and problem solving in proportional problems with/without iconic representations. Proportional problems include 3 tasks such as (a) without any picture, (b) with simple picture, and (c) with/without iconic representation. As a result, children didn't show any significant differences in two tasks such as (a) and (b). However, children showed better proportional reasoning with iconic representation. In addition, 'build-up expression' strategy was used mostly in solving problems and 'additive strategy' was shown as an error which students didn't make an appropriate proportional relation expression and they made a wrong additive strategy.

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Study and Practice on New Generation Digital-City Oriented 3D Digital Map

  • He, Xiaozhao;Li, Qi;Cheng, Jicheng
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2003년도 Proceedings of ACRS 2003 ISRS
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    • pp.914-916
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    • 2003
  • Most current 3D digital maps are 2.5 dimension models based on DEM, which can only be recognized, browsed and operated by a special software, far from meeting the needs of a modern digital city (global) with the distributed, isomerous and multiple application on the real 3D representation and open sharing models. In this paper, a new generation digital city oriented 3D digital map is studied. Firstly, a real 3D digital map representation is presented. And then, some key techniques and methods for browser-based 3D digital map’s representation, display and operation are introduced, which can realized the open sharing of 3D map in distributed, isomerous and multiple application environment. Furthermore, the scale driving technique of proposed 3D digital map is also studied. And currently, some developments based on some of the above methods are being carried to provide key and general platform for other application software’s development.

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가에타노 페세의 디자인에서 나타나는 비재현성에 관한 연구 (A Study on Non-Representational Characteristics that Appears in the Design of Gaetano Pesce)

  • 박소라
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.106-113
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    • 2013
  • Since the 1960's, diverse movements that oppose the uniform design tendency of modernism appears in Italy. Especially, Gaetano Pesce, who opposed uniformity and standardization that are based on mass production system, had interests in making unique product, not an identical product, while accepting modern production technology. Therefore, the purpose of this study is to comprehend Pesce's design, which creates diversity by arranging contingent, non-predictive, and episodic aspects in creative and acceptance processes according to the intension of the designer within mass production system, as a non-representational characteristic, which appears widely in modern thought and the arts, and examine how it is materialized in detailed design work. The study methods are first examining non-representation with theoretical contemplation and dealing with the design philosophy of Pesce based on the examination. Next, in order to discover non-representational characteristics that appear in the work of Pesce, it examines from introducing worker's creativity, user's possibility of choice, openness in the working process, and the aspects of researching materials. And a specific application method will be drawn through case analysis centered on furniture design. Gaetano Pesce's design that denies the world of representation based on the sameness comes to possess non-representational characteristics that acknowledge contingency and ceaselessly create difference by intentionally arranging during the working process.