• Title/Summary/Keyword: Visual language

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The Effects of Visual Stimulation and Body Gesture on Language Learning Achievement and Course Interest

  • CHOI, Dongyeon;KIM, Minjeong
    • Educational Technology International
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    • v.16 no.2
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    • pp.141-166
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    • 2015
  • The purpose of this study was to examine the effects of using visual stimulation and gesture, namely embodied language learning, on learning achievement and learner's course interest in the EFL classroom. To investigate the effectiveness of the proposed purpose, thirty two third-grade elementary school students participated and were assigned into four English learning class conditions (i.e., using animated graphic and gestures condition, using only animated graphic condition, using still pictures and gesture condition, and control condition). The research questions for this study are addressed below: (1) What differences are there in post and delayed learning achievement between imitating gesture group and non-imitating one and between animated graphic group and still picture one? (2) What differences are there in course interest between imitating gesture group and non-imitating one and between animated graphic group and still picture one? The Embodiment-based English learning system for this study was designed by using Microsoft's Kinect sensing devices. The results of this study revealed that students of imitating gesture group memorized and retained better words and sentence structure than those of the other groups. As for learner's course interest measurement, imitating gesture group showed a highly positive response to attention, relevance, and satisfaction for curriculum and using animated graphic influenced satisfaction as well. This finding can be attributed to the embodied cognition, which proposes that the body and the mind are inseparable in the constitution of cognition and thus students using visual simulation and imitating related gesture regard the embodied language learning approach more satisfactory and acceptable than the conventional ones.

Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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VRQL : A Visual Relational Database Query Language (VRQL : 시각 관계형 데이터베이스 질의어)

  • Lee, Suk-Kyoon
    • Asia pacific journal of information systems
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    • v.12 no.2
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    • pp.99-118
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    • 2002
  • In this paper, we propose a visual relational database query language, VRQL, by modifying and extending the recently proposed $VOQL^*$. Like $VOQL^*$, VRQL, based on ven Diagram and graph, naturally reflects the structure of schemas in queries and has recursive formal semantics. However, VRQL has relationally complete expressiveness, while $VOQL^*$ is only a conjunctive query language. In the logical definition part of VRQL, which is the relational version of $VOQL^*$, most features of $VOQL^*$ are retained, and the semantics of queries are based on the tuple relational calculus. In the procedural definition part of VRQL, by introducing the concept of VRQL view and set operations, the expressiveness of VRQL is increased to the level equivalent to that of the relational algebra. Due to the introduction of VRQL views, existing queries or temporary queries used in the process of creating queries can be represented with views, so that complex queries may be represented more conveniently. Set operations, used with VRQL views, enable us to represent various queries, beyond the expressiveness of conjunctive query languages.

A Didactic Analysis of Prospective Elementary Teachers' Representation of Trapezoid Area (예비초등교사의 사다리꼴 넓이 표상에 대한 교수학적 분석)

  • Lee Jonge-Uk
    • The Mathematical Education
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    • v.45 no.2 s.113
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    • pp.177-189
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    • 2006
  • This study focuses on the analysis of prospective elementary teachers' representation of trapezoid area and teacher educator's reflecting in the context of a mathematics course. In this study, I use my own teaching and classroom of prospective elementary teachers as the site for investigation. 1 examine the ways in which my own pedagogical content knowledge as a teacher educator influence and influenced by my work with students. Data for the study is provided by audiotape of class proceeding. Episode describes the ways in which the mathematics was presented with respect to the development and use of representation, and centers around trapezoid area. The episode deals with my gaining a deeper understanding of different types of representations-symbolic, visual, and language. In conclusion, I present two major finding of this study. First, Each representation influences mutually. Prospective elementary teachers reasoned visual representation from symbolic and language. And converse is true. Second, Teacher educator should be prepared proper mathematical language through teaching and learning with his students.

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Development of Automatic Program for Drawing Die Design (인발금형설계 자동화 프로그램 개발)

  • Kwon Hyuk-Hong;Lee Bong-Kyu
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.3
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    • pp.60-66
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    • 2005
  • Design of drawing dies was used In real industrial environments. It was designed by CAD software in many small & medium companies, but many products require various types, and sizes. There(ore many companies are required to reduce process time and design mistakes. In this paper, it was developed the automatic program in order to learn and use easily for design of the drawing dies. It was composed with Visual LISP/DCL language in a commercial CAD package, AutoCAD, and CUI in design system. The system is based in 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, and then the system accesses to the database and finds out sizes by comparing with input parameters, after then finally generates drawing dies file.

An Analysis of Materials Expressing Sense of Mass in Architecture Design (건축디자인의 시각적 질량감을 구성하는 재료의 표현성에 관한 연구)

  • 김정신;이영수
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.106-109
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    • 1999
  • This thesis is to measure visual mass sense in the language of visual expressing architecture designs. Also, this analyzes materials which effect visual design composition theory, forms, and those that act as important factors of architecture style history. Second chapter considers visual mass, then analyzes concepts of sense of visual mass and the way they are expressed in architecture. Third chapter investigates materials that are composition factors of architecture design and classifies materials that express sense of visual mass. Fourth chapter various projects are analyzed as examples. Also analyze and arrange materials which express sense of visual mass. This thesis studies materials expressing sense of visual mass and proposes possibility to approach theoretically the materials that participate in creativity of architecture design.

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The study of optimism through the dialogue in NPC (낙관주의 관점에서 본 NPC의 대화 내용 분석 -<메이플스토리>를 중심으로)

  • Hong, Hyun-Jo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.111-124
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    • 2020
  • This paper analyzed the dialogue language of 'Maple Story' NPC from the perspective of learned optimism. Not only is NPC's language a key skill in artificial intelligence language, it also plays a big role in giving game users fun and desire to achieve. In this paper, as a result of analyzing the dialogue language of NPCs by utilizing the two key dimensions of NPC's learned optimistic explanation form: permanence and pervasiveness, the rate of characters' conversations using optimistic languages was 6%~7%. It was confirmed the important consideration in NPC artificial intelligence development.

A new type of multimedia content with Chinese characters as the core-Barrage

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.118-127
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    • 2022
  • Barrage language is a new media language based on Internet video. It is a representative expression of the Internet environment regardless of its format and content. As a unique movie viewing characteristic provided by the barrage function, the timeliness of feedback, entertainment, and interactivity of the content are excellent. Characteristic. Barrage language itself is closely related not only to the value of linguistic research, but also to the spread of the Internet in the Internet environment. Based on the current situation of Chinese video sites, this thesis explores how Barrage is an organic cycle of culture and consumption in a specific platform and group, and analyzes its propagation methods and effects. By analyzing the characteristics of content production patterns unique to the barrage culture, implications and reference values for production activities of other cultures, the effect of popularization on viewers and the production and consumption of the 'barrage' culture of the industry is studied, and furthermore, the 'barrage' culture is It was designed to be a reference for the development of the platform, internet culture, and animation industry culture.

A Study on the Visual Precautions of Soju Advertising Posters Using Eye Tracking (아이트래킹을 활용한 소주광고 포스터의 시각적 주의에 관한 연구)

  • Hwang, Mi Kyung;Kwon, Mahn Woo;Park, Min Hee;Kim, Chee Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.368-375
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    • 2020
  • In this study, the area of interest(AOI) of Soju ad poster was tracked for analysis the time to frist fixation, the average of fixation duration and count by the study indexes. As a result of the analysis, Visual attention was higher the face than the body shape of the ad model. This means "when we look at printed ads, we see picture elements first, not language one" but language elements can't be overlooked either. Also, the importance of the model role could be verified by measuring the visual attention on the Soju ad poster. Based on the results of this study, if further research on ad posters is carried out and scientific and quantitative interpretation methods are presented, it can be used as product marketing data that can be reflected in ad model selection and poster design.