• Title/Summary/Keyword: area of polygon

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A comparative study on the area of polygon in mathematics textbooks of Korea and Russia (한국과 러시아의 수학교과서에서 '다각형의 넓이' 영역의 내용 분석)

  • Han, In-Ki
    • Education of Primary School Mathematics
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    • v.9 no.1 s.17
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    • pp.1-9
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    • 2005
  • This study is to compare contents of mathematics textbooks of Korea and Russia laying stress on the area of polygon. We analyzed and compared descriptions of the concept 'area of polygon' and varification on formula of area of polygon in Korean and Russian mathematics textbooks.

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Polygon Approximation Based Cognitive Information Delivery in Geo-location Database Oriented Spectrum Sharing

  • Wei, Zhiqing;Wu, Huici;Feng, Zhiyong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.2926-2945
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    • 2017
  • In geo-location database oriented spectrum sharing system, the entire geographic area is divided into meshes to classify, store and delivery the cognitive information. In this paper, we propose a flexible polygon mesh division scheme to reduce the number of meshes. Hence the cognitive information can be reduced correspondingly. Besides, polygon mesh can approximate the real environment and reduce the error of cognitive information because the edges of polygon are selected along the boundaries of the networks. We have designed the polygon approximation algorithm and have analyzed the relation between the error and the number of polygon's edges. Finally, the simulation results are provided to verify the algorithm and analysis. The polygon mesh division scheme in this paper provides an efficient approach for cognitive information organization in database oriented spectrum sharing system.

Development of Volleyball Match Analysis Program through Polygon Clipping Algorithm (다각형 클리핑 알고리즘(Polygon Clipping Algorithm)을 이용한 배구경기 분석 프로그램 개발)

  • Hong, Seong-Jin;Lee, Ki-Chung
    • Korean Journal of Applied Biomechanics
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    • v.23 no.1
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    • pp.45-51
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    • 2013
  • The current study developed the analysis program by employing the Polygon Clipping Algorithm to calculate the open area on the court when players try to spike a ball. The program consists of two kinds of output screen. First, on the main output screen, it is possible to calculate both blocked area by net and blockers, and opened area to avoid the blocked area when players spike the ball. Additionally, the secondary output screen shows the moving path of setter and the location of set. Main output screen indicates hitting points of spiking, blocking, and open area. Also, it is possible to analyze the movement of setter, location of set, and hitting point of attacker. The program was tested by comparing real coordinate value and location coordinate value which is operated on the program. To apply this program in the field, future study needs to develop the program that can calculate three dimensions coordinate fast by tracking the location of players or ball in real time.

Teaching the Derivation of Area Formulas for Polygonal Regions through Dissection-Motion-Operations (DMO): A Visual Reasoning Approach

  • Rahim, Medhat H.
    • Research in Mathematical Education
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    • v.14 no.3
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    • pp.195-209
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    • 2010
  • Utilizing a structure of operations known as Dissection-Motion-Operations (DMO), a set of mathematics propositions or area-formulas in school mathematics will be introduced through shape-to-shape transforms. The underlying theme for DMO is problem-solving through visual reasoning and proving manipulatively or electronically vs. rote learning and memorization. Visual reasoning is the focus here where two operations that constitute DMO are utilized. One operation is known as Dissection (or Decomposition) operation that operates on a given region in 2D or 3D and dissects it into a number of subregions. The second operation is known as Motion (or Composition) operation applied on the resultant sub-regions to form a distinct area (or volume)-equivalent region. In 2D for example, DMO can transform a given polygon into a variety of new and distinct polygons each of which is area-equivalent to the original polygon (cf [Rahim, M. H. & Sawada, D. (1986). Revitalizing school geometry through Dissection-Motion Operations. Sch. Sci. Math. 86(3), 235-246] and [Rahim, M. H. & Sawada, D. (1990). The duality of qualitative and quantitative knowing in school geometry, International Journal of Mathematical Education in Science and Technology 21(2), 303-308]).

A Comparative Analysis of the Accuracy of Areal Precipitation According to the Rainfall Analysis Method of Mountainous Streams

  • Kang, Bo-Seong;Yang, Sung-Kee;Kang, Myung-Soo
    • Journal of Environmental Science International
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    • v.28 no.10
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    • pp.841-849
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    • 2019
  • The purpose of this study was to evaluate the method of estimating the areal precipitation reflecting the altitude of the mountainous terrain on Jeju Island by comparing and analyzing the areal precipitation using the Thiessen polygon method and the isohyetal method in mountainous streams. In terms of constructing the Thiessen polygon network, rainfall errors occurred in 94.5% and 45.8% of the Thiessen area ratio of the Jeju and Ara stations, respectively. This resulted in large areal precipitation and errors using the isohyetal method at altitudes below 600 m in the target watershed. In contrast, there were small errors in the highlands. Rainfall errors occurred in 18.91% of the Thiessen area ratio of Eorimok, 2.41% of Witseoreum, and 2.84% of Azalea Field because of the altitudinal influence of stations located in the highlands at altitudes above 600 m. Based on the areal precipitation estimation using the Thiessen polygon method, it was considered to be partially applicable to streams on Jeju Island depending on the altitude. However, the method is not suitable for mountainous streams such as the streams on Jeju Island because errors occur with altitude. Therefore, the isohyetal method is considered to be more suitable as it considers the locations of the rainfall stations and the orographic effect and because there are no errors with altitude.

Object tracking algorithm of Swarm Robot System for using Polygon based Q-learning and parallel SVM

  • Seo, Snag-Wook;Yang, Hyun-Chang;Sim, Kwee-Bo
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.3
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    • pp.220-224
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    • 2008
  • This paper presents the polygon-based Q-leaning and Parallel SVM algorithm for object search with multiple robots. We organized an experimental environment with one hundred mobile robots, two hundred obstacles, and ten objects. Then we sent the robots to a hallway, where some obstacles were lying about, to search for a hidden object. In experiment, we used four different control methods: a random search, a fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process to determine the next action of the robots, and hexagon-based Q-learning, and dodecagon-based Q-learning and parallel SVM algorithm to enhance the fusion model with Distance-based action making (DBAM) and Area-based action making (ABAM) process. In this paper, the result show that dodecagon-based Q-learning and parallel SVM algorithm is better than the other algorithm to tracking for object.

A Study on middle school students' conceptions of the polygon revealed in activities using a lattice worksheet (격자점 과제지 활동에서 나타난 중학생의 다각형 개념에 대한 연구)

  • Hong, Seong-Kowan;Ha, Jeong-Im;Park, Cheol-Ho
    • Communications of Mathematical Education
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    • v.21 no.3
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    • pp.431-450
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    • 2007
  • A polygon is one of the main subjects of the geometry curriculum that is handled widely from the second-grade elementary school to middle school. In this research, we analyze second-grade middle school students' conceptions of the polygon that are revealed in the process of seeking the definition and the area of it given in a lattice worksheet.

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APPROXIMATION OF CONVEX POLYGONS

  • Lee, Young-Soo
    • Journal of applied mathematics & informatics
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    • v.10 no.1_2
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    • pp.245-250
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    • 2002
  • Consider the Convex Polygon Pm={Al , A2, ‥‥, Am} With Vertex points A$\_$i/ = (a$\_$i/, b$\_$i/),i : 1,‥‥, m, interior P$\^$0/$\_$m/, and length of perimeter denoted by L(P$\_$m/). Let R$\_$n/ = {B$_1$,B$_2$,‥‥,B$\_$n/), where B$\_$i/=(x$\_$i/,y$\_$I/), i =1,‥‥, n, denote a regular polygon with n sides of equal length and equal interior angle. Kaiser[4] used the regular polygon R$\_$n/ to approximate P$\_$m/, and the problem examined in his work is to position R$\_$n/ with respect to P$\_$m/ to minimize the area of the symmetric difference between the two figures. In this paper we give the quality of a approximating regular polygon R$\_$n/ to approximate P$\_$m/.

Investigation of the Problem Solving in Open-Problem Related to Area (넓이관련 열린 문제에 관한 문제해결 과정 분석)

  • 김민경
    • The Mathematical Education
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    • v.43 no.3
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    • pp.275-289
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    • 2004
  • The purpose of the study is to investigate how children and preservice teachers would make a progress in solving the open-problems related to area. In knowledge-based information age, information inquiry, information construction, and problem solving are required. At the level of elementary school mathematics, area is mainly focused on the shape of polygon such as square, rectangle. However, the shape which we need to figure out at some point would not be always polygon-shape. With this perspective, many open-problems are introduced to children as well as preservice teacher. Then their responses are analyzed in terms of their logical thinking and their understanding of area. In order to make students improve their critical thinking and problem solving ability in real situation, the use of open problems could be one of the valuable methods to apply.

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A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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