• Title/Summary/Keyword: Visual basic

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A Case Study on Activating of High School Student's Metacognitive Abilities in Mathematical Problem Solving Process using Visual Basic (비주얼 베이식을 이용한 수학 문제해결 과정에서 고등학생의 메타인지적 능력 활성화)

  • 이봉주;김원경
    • The Mathematical Education
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    • v.42 no.5
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    • pp.623-636
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    • 2003
  • Metacognition is defined to be 'thinking about thinking' and 'knowing what we know and what we don't know'. It was verified that the metacognitive abilities of high school students can be improved via instruction. The purpose of this article is to investigate a new method for activating the metacognitive abilities that play a key role in the Mathematical Problem Solving Process(MPSP). Hyunsung participated in the MPSP using Visual Basic Programming. He actively participated in the MPSP. There are sufficient evidences about activating the metacognitive abilities via the activity processes and interviews. In solving mathematical problems, he had basic metacognitive abilities in the stage of understanding mathematical problems; through the experiments, he further developed his metacognitive abilities and successfully transferred them to general mathematical problem solving.

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A study on a design for a centrifugal pump impeller shape (원심펌프 회전차 형상 설계에 대한 연구)

  • 김진환
    • Journal of Ocean Engineering and Technology
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    • v.11 no.4
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    • pp.213-220
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    • 1997
  • In this study, a design for a shape of centrifugal pump impeller has been performed using a p.c. under a Windows environment. Interaction between a user and a computer has been easily established using the Visual Basic. In determining an outer diameter of an impeller, steps are divided into two, a basic computational step and a refinment step. In this way user can enter his/her experience at the refinment step and hence can expect to lessen the nonlinear nature inherent to the design. In determining a shape of a side view of an impeller, the Bezier cubic curve has been used, and it can be seen that the Bezier cubic curves are well suited in the shape design under a Windows environment. By simply manipulating the four control points, one can generate various cubic curves among which one is selected. Also, a simple method, which can determine the curved position of an impeller vane, has been developed. These data can be used for final CAD drawings.

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A Legal Approach for Preservation and Management of Natural Landscape (자연경관 보존 및 관리를 위한 제도적 접근)

  • Lee, Sang-Moon;Choi, Hyung-Seok;Park, Chang-Sug;Joo, Shin-Ha;Shin, Ji-Hoon
    • Journal of Korean Society of Rural Planning
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    • v.13 no.3
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    • pp.23-32
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    • 2007
  • In Korea, a regulation of visual impact evaluation on development plan in natural environment is provided at the Natural Environment Conservation Act, but it was difficult to obtained the effectiveness enough to conserve natural landscape. So, the visual impact review on development plan is introduced to the act, through the revision of the Natural Environment Conservation Act in 2005. The basic directions of visual impact review are preservation, restoration, view protection, and harmony. The items of review are as follows; (1) development alternations for the provided plan, (2) executive reduction plan of visual impacts including consideration of growth of plants, (3) deliberation process between persons or parties concerned, etc. For rapid settlement of visual impact review system, it needs that the validity, the reliability, and the objectivity should be confirmed through steady research about reasonable guidance of review.

A Study on the Concepts and its Vision for Visual Merchandising in Korean Retail Shops (한국 소매점에서의 비주얼머천다이징 개념 정리와 방향)

  • Seo, Jung-Hwa;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.14 no.8
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    • pp.153-160
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    • 2016
  • Purpose - The current distribution enterprises have realized the necessity for integrated and specialized images in their stores. From those reasons, visual merchandising has been considered as a powerful means towards brand value judgement as well as maximizing both brand and corporate identity. This research intends to study and discuss the current situations in Korean visual merchandising and its future concept setting. Based on the research findings, this paper tries to propose the basic concept for development strategies of visual merchandising in Korean distribution market. Although the studies on visual merchandising in Korean traditional markets have been continued, visual merchandisers have been distorted by display control centers in real situations. Therefore, this study tries to set both current and future concepts in visual merchandising for further discussions and a new complement formulation. Research design, data, and methodology - This study has investigated previous studies with the way of normative study by comparing, organizing concepts and relating terms on visual merchandising. In order to be an exact research, it seems to be more appropriate to analyze this study with a deductive analysis way rather than inductive as for getting the core of visual merchandising. Besides, this study changed the term 'visual merchandising' into 'VMD', and used it as an unified one. Results - Visual merchandising has an important key in retail planning. With focusing on organizing visual merchandising concepts, it should be adequate for domestic circumstances because there are various visual merchandising concepts with different perspectives. Thus, it is necessary to establish a concept including modern and Korean features through previous studies and data. Visual merchandising can be defined as followings. It enhances the value of shop images from visual aspects and conveys brand concepts effectively. Its task is to plan and manage products sales by combining three merchandising domains such as interior, display, and merchandising. Conclusions - There are some limitations on setting academic concepts in visual merchandising due to its features as to be taken in the field focused studies. More meaningful case studies should be performed as an area of future studies. Therefore, it is necessary to perform an effectiveness analysis on empirical visual merchandising state and present the course of development.

A Study of the Visual Effects According to the Variations of Waist Gathering in Sarrouel Pants (사루엘 팬츠의 개더량 변화에 따른 시각적 효과 연구)

  • Lee, Jeong-Eun;Do, Wol-Hee;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.16 no.4
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    • pp.107-122
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    • 2012
  • This thesis takes it an aim to analyze and compare the visual images which results from attaching the voluminous changes of the waist gathering to the basic Sarrouel pants, one of the Islamic costume, and also from the three body type influenced by these changes. The method of the investigation was to select basic designs of the Sarrouel pants, then the three pieces of the experimental clothes called pattern 1(50%), pattern 2(100%), and pattern 3(150%) were made respectively. The 3 types of the adult women were selected as models in a way to represent the S(S1), M(S2), L(S3) the female body indices of the K. S. The models wearing the 3 types of experimental clothes were taken pictures from the front, side and back, which the pictures were used for the evaluations for the visual effects. For the evaluation, the questionaire from 12 to 18, associated with the body types and images respectively were completed and collected in an investigative way. The visual effects by the waist gathering and body size are composed body and image emerged the four factors. Conclusively, the volume of the waist gathering gives a benefit only in terms of the appropriateness in which the voluminous gatherings compensate for the defects of the body type while too much gathering leads to the negative effects. The visual effects from the increased gathering gives the impressions of the more activity with the snugness as it decreases the feminine effects. The evaluation indices like the stiffness or the masculine images might be more or less predominant in this case. This might be ascribed to the fact that the Sarrouel pants were originated from the men's trousers in a real sense.

Automatic drawing die design using visual Lisp & DCL (Visual Lisp & DCL을 이용한 인발 금형 자동 설계)

  • 권혁홍;이원복;이용훈;유동진
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2003.10a
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    • pp.296-300
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    • 2003
  • Design of drawing dies used in real industrial environments. It was designed by CAD software in many small & medium companies, but many products require various types, and sizes. Therefore, many companies are required to reduce process time and design mistakes. In this paper, for the automatic design of drawing dies, Design process considered that easy to team and use. which are used with Visual LISP/DCL language in a commercial CAD package, AutoCAD. It has adopted GUI in design system, and has applied DCL language. The system is based on the knowledge base system which is involved a lot of expert's know-how We have built database of design type and detail sizes. The automatic design system requires basic product type and sizes. Then the system accesses to the database and find out sizes by comparing with input parameters and generate drawing dies file.

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A Study on Residential Facility Based on the Characteristics of Behavior and Motion for People with visual Impairments (주거 공간 계획을 위한 시각장애인의 행위에 따른 동작특성에 관한 연구)

  • Kim, Min-Gyeong;Keum, Yo-Chan;Park, Yong-Hwan
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.99-107
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    • 2006
  • People with visual impairments are difficult to go to education facility by themselves, because of their limited visual ability, orientation, and usability field, so they prefer dormitories. Those dormitories playa role in living space, education, communication and culture function. Therefore those facilities planned more user centered design, since they are influenced by user actability and their values. User centered designs that match between the user and space are understood as well as their characteristics and behavior. Especially for understanding their activity, observation is conducted about their behavior in dormitories. Thus the purpose of this study is suggested to be a basic source that planning about residential facility for people with visual impairments through interview and observation investigation by analysis that they resident in space motion and performance.

A Basic Study on Development of Web-based Visual Perception Test Program Prototype (웹 기반 시 지각 진단 프로그램의 모형 개발을 위한 기초연구)

  • Ahn, Seong-Hye
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.5-14
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    • 2006
  • Visual perception is ability that analyze visual information about things accepting through eyes in central nervous system. That is, it is ability that recognize and discriminates a visual stimulus, and analyzes by combining such stimulus with previous experience. At today, work which clears visual perception obstacle's cause through visual perception test and grasps all special quality of visual perception obstacle's is used method of treating that improve visual perception obstacle by visual perception training program. Present, visual perception test tools using the paper and pens are used mainly on psychological consultation of welfare facilities and education for the handicapped or occupational therapy, but a lot of problems are discovered in it. Therefore, purpose of this paper is to develop prototype of web-based visual perception test program that can construct to database to solve existing problem, and to design graphic item. As a result, classified measurement pattern that can diagnose visual perception by three, and illustrated development direction of graphic item for examination with this. Also, extracted check list item that should consider for design and construction of visual perception test program and the variable for feasibility study of believability, and presented process for prototype development.

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Visual Narrative Technique in Modern Fashion Photography - Focusing on Philip-Lorca diCorcia's Stranger in Paradise - (현대패션에 나타난 시각적 내러티브 기법 - 필립-로르카 디코르시아의 Stranger in Paradise를 중심으로 -)

  • Yun Young;Yang Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.12 no.6 s.53
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    • pp.918-932
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    • 2004
  • Fashion is a product of form expressing the socio-cultural mood and aesthetic value of an age. Owing to development of the mass media and diversification of arts under the influence of post-modernism in the 20th century, fashion has been more briskly expressed to be presented to the people. With such basic conceptions in mind, this study was aimed at reviewing the fashion photography as visual medium. To this end, visual narrative techniques were analyzed and thereupon, Philip-Lorca diCorcia's fashion photography was examined. This study reviews such visual narrative techniques by dividing into visual and non-visual elements and thereby, examines the three-fold aspects of fashion photography expressions : Representative Level, Ground Level and Context Level. Also this study focuses on Philip-Lorca diCorcia's fashion photography in 'W magazine' which features portfolio form. This study analyzed the visual narratives shown in fashion photography and thereby, expand in diverse ways the fixed images of the conventional fashion photography commercials featuring beautiful models and exquisite costumes, and additionally, determined that fashion photography must be a kind of expression tool which could express not only the simple fashion but also the socio-psychological elements inherent in fashion.

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Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.