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The development and application of Teclmology.Home Economics Teaching-Learning Lesson Plan on Clothing lifestyle to raise awareness of Han Style(Korean Culture) (한문화 인식 증진을 위한 기술.가정 의생활 교수-학습 과정안 개발 및 적용 - 전통 의생활 문화 콘텐츠를 중심으로 -)

  • Kim, Nam-Eun;Lee, Hyun-Jung;Han, Ju;Kim, Soon-Ju;Min, Eun-Hye;Choi, Mi-Sean;Kwak, Sun-Jung;Lee, Hye-Ja
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.19-36
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    • 2011
  • We investigated middle school students' awareness of Han-style(Korean cuture) in order to promote it, and developed and applied the Teaching-Learning Lesson Plan according to the traditional clothing culture contents related to Han Style. We selected 5 major fields representing Han Style including Han-gul(Korean alphabet). Han-sik(Korean food). Han-bok(Korean traditional clothes). Han-ji(Korean traditional paper), and Han-ok(Korean traditional house). We analyzed the contents of the food, clothing and shelter in 6 types of high school testbooks under the revised 7th national curriculum, and chose seven traditional clothing-lifestyle culture contents. Also we developed 14-period processes and materials(9 for teachers. 9 for students and 3 for and applied it to usual classes. The mean score of middle school students' awareness of Han Style in the post-test was significantly higher than that in the pre-test. Students evaluated it positively that the classes could raise the pride on the Han-culture and provoke the interest in it through the direct experiencing activities. We suggest that the various themes on Han-style should be developed, and the theoretical classes on the identity as well as the experiencing activities on it.

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Pre-service Secondary Teachers' Responses on Definitions, Illustrations, Experiments of 'Adiabatic Change' in Earth Science I Textbooks (지구과학 I 교과서의 단열변화 정의, 삽화, 실험에 대한 예비 교사들의 반응)

  • Chae, Dong-Hyun
    • Journal of the Korean earth science society
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    • v.31 no.7
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    • pp.762-771
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    • 2010
  • The purpose of this study was to make a suggestion for the direction of writing textbook by comparing and analyzing the contents about 'Adiabatic Change' in earth science I textbooks. For this study, six textbooks were chosen among the eight government-authorized earth science I textbooks that were in general use in schools. Based on the researcher's preview of the six chosen textbooks, three categories were established as a criteria for analysis of the contents of 'adiabatic change': definitions, illustrations, and experiments. Thirty five preservice secondary teachers participated in analyzing the six textbooks based on the above three categories. Each of the six books was given an alphabet from A to F. The analysis results were as follows: Textbook A was turned out as the best textbook in the category of definition, textbook C as the best in the category of illustration, and textbook B as the best in the category of experiment about the concept of 'adiabatic change'. However, each of the six earth science textbooks showed an insufficient part in one way or the other. The results imply that the inaccurate and inappropriate information would not only make the students difficult to understand the adiabatic change but also lead them to some level of misconceptions. Therefore, there need to reconstruct the contents of textbooks to be more systematic, accurate, and complete.

The Relationship between Visual Stress and MBTI Personality Types (시각적 스트레스와 MBTI 성격유형과의 관계)

  • Kim, Sun-Uk;Han, Seung-Jo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4036-4044
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    • 2012
  • This study is aimed to investigate the association between web-based visual stress and MBTI personality types. The stressor deriving visual stress is built by 14 vowels out of Korean alphabet as a content and parallel striples as a background on the screen, which is given to each subject during 5min. The dependent variable indicating how much human takes visual stress is the reduction rate of flicker fusion frequency, which is evaluated with visual flicker fusion frequency tester. The independent variables are gender and 8 MBTI personality types(E-I, S-N, T-F, and J-P), and hypotheses are based on human information processing model and previous studies. The results address that the reduction rate is not significantly affected by gender, S-N, and J-P, but E-I and T-F have significant influences on it. The reduction rate in I-type is almost 2 times as much as that in E-type and T-type has the rate 2.2 times more than F-type. This study can be applicable to determine the adequate personnel for jobs requiring less sensibility to visual stressors in areas that human error may lead to critical damages to an overall system.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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A DNA Index Structure using Frequency and Position Information of Genetic Alphabet (염기문자의 빈도와 위치정보를 이용한 DNA 인덱스구조)

  • Kim Woo-Cheol;Park Sang-Hyun;Won Jung-Im;Kim Sang-Wook;Yoon Jee-Hee
    • Journal of KIISE:Databases
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    • v.32 no.3
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    • pp.263-275
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    • 2005
  • In a large DNA database, indexing techniques are widely used for rapid approximate sequence searching. However, most indexing techniques require a space larger than original databases, and also suffer from difficulties in seamless integration with DBMS. In this paper, we suggest a space-efficient and disk-based indexing and query processing algorithm for approximate DNA sequence searching, specially exact match queries, wildcard match queries, and k-mismatch queries. Our indexing method places a sliding window at every possible location of a DNA sequence and extracts its signature by considering the occurrence frequency of each nucleotide. It then stores a set of signatures using a multi-dimensional index, such as R*-tree. Especially, by assigning a weight to each position of a window, it prevents signatures from being concentrated around a few spots in index space. Our query processing algorithm converts a query sequence into a multi-dimensional rectangle and searches the index for the signatures overlapped with the rectangle. The experiments with real biological data sets revealed that the proposed method is at least three times, twice, and several orders of magnitude faster than the suffix-tree-based method in exact match, wildcard match, and k- mismatch, respectively.

Stereo Image Blind Watermarking Scheme based-on Discrete Wavelet Transform and adaptive Disparity Estimation (웨이블릿 변환과 적응적 변이 추정을 이용한 스테레오 영상 블라인드 워터마킹)

  • Ko Jung-Hwan;Kim Sung-Il;Kim Eun-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.2C
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    • pp.130-138
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    • 2006
  • In this paper, a new stereo image watermarking scheme based-on adaptive disparity estimation algorithm is proposed. That is, a watermark image is embedded into the right image of a stereo image pair by using the DWT and disparity information is extracted from this watermarked right image and the left image. And then, both of this extracted disparity information and the left image are transmitted to the recipient through the communication channel. At the receiver, the watermarked right image is reconstructed from the received left image and disparity information through an adaptive matching algorithm. a watermark image is finally extracted from this reconstructed right image. From some experiments using CCETT's 'Manege' and 'Friends' images as a stereo image and English alphabet '3DRC' as a watermark image, it is found that the PSNRs of the watermarked image from the reconstructed right images through the adaptive matching algorithm & DWT is improved 2.03 dB, 3.03 dB and robusted against various attacks. These experimental results also suggest a possibility of practical implementation of an adaptive matching also-rithm-based stereo imagewatermarking scheme proposed in this paper.

A Study on Improved Image Matching Method using the CUDA Computing (CUDA 연산을 이용한 개선된 영상 매칭 방법에 관한 연구)

  • Cho, Kyeongrae;Park, Byungjoon;Yoon, Taebok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2749-2756
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    • 2015
  • Recently, Depending on the quality of data increases, the problem of time-consuming to process the image is raised by being required to accelerate the image processing algorithms, in a traditional CPU and CUDA(Compute Unified Device Architecture) based recognition system for computing speed and performance gains compared to OpenMP When character recognition has been learned by the system to measure the input by the character data matching is implemented in an environment that recognizes the region of the well, so that the font of the characters image learning English alphabet are each constant and standardized in size and character an image matching method for calculating the matching has also been implemented. GPGPU (General Purpose GPU) programming platform technology when using the CUDA computing techniques to recognize and use the four cores of Intel i5 2500 with OpenMP to deal quickly and efficiently an algorithm, than the performance of existing CPU does not produce the rate of four times due to the delay of the data of the partition and merge operation proposed a method of improving the rate of speed of about 3.2 times, and the parallel processing of the video card that processes a result, the sequential operation of the process compared to CPU-based who performed the performance gain is about 21 tiems improvement in was confirmed.

A semantic investigation on high school mathematics terms in Korea - centered on terms of Chinese characters (고등학교 수학 용어에 대한 의미론적 탐색: 한자 용어를 중심으로)

  • 박교식
    • Journal of Educational Research in Mathematics
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    • v.13 no.3
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    • pp.227-246
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    • 2003
  • In this paper, some terms of high school mathematics which read Chinese characters phonetically in Hangul are studied semantically. Nowadays, most terms of high school mathematics are terms of Chinese characters given the reading of them in Hangul alphabet. In such terms of Chinese characters, there are many loan-words from daily life and newly coined terms. Some such terms are examined in respect of meaningfulness and rule-ness. The degree of meaningfulness and rule-ness of loan-words from daily life are relative. Students seems familiar to loan-words usually, but it is difficult to know whether students seems to be familiar to loan-words or not. Degree of familiarity to a certain loan-word must be relative. In loan-words, there are such terms whose mathematical meaning is different from daily life meaning. Such terms are strong in rule-ness. Newly coined terms are strong in rule-ness. Students are not familiar to newly coined terms which are not used in daily life and have only mathematical meaning. In coining new terms using Chinese character, unit characters are related directly or indirectly to concept which unit characters want to express. So, It is possible to guess something unit characters want to express by investigating them. According to Vinner(1991), images can be evoked. But in case of reading Chinese characters phonetically in Hangul, it can not be guaranteed for Hangul mathematical terms to evoke images which the original mathematical terms evoked. To solve such problems semantic investigation of mathematical terms has been suggested. Through this process, transplanting images which the original mathematical terms evoked into Hangul terms are planned.

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A Grip Type Korean Text Entry Interface for the Elderly (노인용 그립형 한글입력 인터페이스)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.15-22
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    • 2009
  • Our society is the information-oriented knowledge society which demands the ability how to use computers to all members of the society and is the aging society which the old people 60 or older exist plentifully. But in our society, there are rarely the computers for the old people which are considered their body limit. In this research, we proposed a grip type Hangul(Korean alphabet)interface which are designed under the consideration for the body limit of the old people. The comparison analysis of the proposed Hangul interface is accomplished with the keyboard(ME TOO SV01) for old persons and the key buttons of the old person cellular phone(LG KV-3900) as existing products. The comparison analysis consists of quantitative evaluation as measurements and qualitative evaluation as a survey of the satisfaction levels of 10 older persons. The results of the quantitative evaluation show that the proposed Hangul interface is the best one in the human-technology-design, the number of input buttons which requires moving of user's fingers, the maximum range of moving of user's fingers, and the number of the fingers to use text inputs. The survey results of the satisfaction levels show that interface shape, and input button's positions have best levels and they show that input button's gaps and ease of use have the second levels but their points are almost same with the best points of the keyboard.

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A Study on the Continuous Speech Recognition for the Automatic Creation of International Phonetics (국제 음소의 자동 생성을 활용한 연속음성인식에 관한 연구)

  • Kim, Suk-Dong;Hong, Seong-Soo;Shin, Chwa-Cheul;Woo, In-Sung;Kang, Heung-Soon
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.83-90
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    • 2007
  • One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the speech recognition system. IPE defines an easy-to-use systematic approach that can obtained 92.55% for the recognition rate of Korean speech and 89.93% for English.

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