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Aesthetic Concept of Play and Architecture of Alvar Aalto (미학적 놀이 개념과 알바 알토의 건축)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • v.19 no.2
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    • pp.67-83
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    • 2010
  • The purpose of this research is to rethink Alvar Aalto's architecture on the basis of the aesthetic concept of play. This attempt is valid because he had asserted the importance of play in his design. But more fundamentally, his critical view of the instrumentalised rationalism implied the idea that a human being is "Man the Player" as well as "Man the Thinker", of which theory was elaborated in Johan Huizinga's Homo Ludens (1938). Premised on it, this paper investigated the evolution of the play idea in aesthetics and located Aalto's concept within the map. Summing up, his play was an intuitively grasped desire opposed to a rational requirement, which leads to a dialectical synthesis. This schema is similar to that of Schiller, in which Spiel reconciles the reason and the sense. However, Aalto's play could be differentiated into the "astonishingly rational" and "a jest", each of which roughly corresponds to the Spieltrieb (play impulse) and the sinnliche Trieb (sensuous impulse) in Schiller's thinking. On the other hand, Aalto's architecture illustrates play that could be interpreted as the overflow of surplus energy. This play is the very concept that can bridge the gap in the form-function formula of modern architecture. Aalto's play idea seemed to basically originate from his personality but its value must be confirmed by the Finnish litterateur Yrjo Hirn as Aalto mentioned in his statements (1953 & 1972). It appears that Aalto's play concept was materialised in architecture through his typical design language, such as the undulating wall, the aperspective space, the imitation of nature and the collage of heterogenous elements. However, we should be careful not to reductively analyse the application of play in practise. As Huizinga's comprehensive theory suggests, the play element exists in any cultural areas including any architectural activities. In conclusion, this paper argues that Alvar Aalto the Homo Ludens presented the possibility of critical rationalism in modern architecture by imbuing dry modernism with "the life enhancing charm" of "the art of play".

The automatic Lexical Knowledge acquisition using morpheme information and Clustering techniques (어절 내 형태소 출현 정보와 클러스터링 기법을 이용한 어휘지식 자동 획득)

  • Yu, Won-Hee;Suh, Tae-Won;Lim, Heui-Seok
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.65-73
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    • 2010
  • This study offered lexical knowledge acquisition model of unsupervised learning method in order to overcome limitation of lexical knowledge hand building manual of supervised learning method for research of natural language processing. The offered model obtains the lexical knowledge from the lexical entry which was given by inputting through the process of vectorization, clustering, lexical knowledge acquisition automatically. In the process of obtaining the lexical knowledge acquisition of model, some parts of lexical knowledge dictionary which changes in the number of lexical knowledge and characteristics of lexical knowledge appeared by parameter changes were shown. The experimental results show that is possibility of automatic building of Machine-readable dictionary, because observed to the number of lexical class information cluster collected constant. also building of lexical ditionary including left-morphosyntactic information and right-morphosyntactic information is reflected korean characteristic.

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A Study for Suggesting Online Reference Resources' Metadata Elements Based on the Users' Perceptions (이용자 인식조사를 기반으로 한 참고정보원 메타데이터 항목 제안에 관한 연구)

  • Noh, Young-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.2
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    • pp.81-96
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    • 2010
  • This study aimed to suggest metadata elements for online reference resource systems based on users' perceptions. We surveyed librarians in four types of libraries, asking them indicate the need for each of 17 metadata elements. The survey results were compared to the current data input rates of the system, which has been operating for the past two years. Based on both the respondent data and current data input rates, we suggested that title, description, subject, creator, type, identifier, language, coverage, location, and tag elements must be included in the system as the metadata elements for online reference resources. n addition, the input rates of creator and copyright were 20.20% and 18.30%, respectively, but the respondents answered that these items were needed 82.15% and 82.77%, respectively. Therefore, these two items are necessary as metadata elements. On the other hand, the data input rates of type, source, date, relation, and contribution were less than 3%, but almost 70% of respondents answered that all these items were needed. So further research should be performed to determine whether or not these items are needed for online reference resource systems.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

The Study of Marital Satisfaction, Parenting Attitude and Practice of Taegyo in Pregnant Women (임산부의 결혼만족도, 부모됨의 태도와 태교실천에 관한 연구)

  • Chung, Mi Ra;Kang, Su Kyoung;Kim, Min Jeong
    • Journal of the Korean Home Economics Association
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    • v.51 no.2
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    • pp.241-251
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    • 2013
  • The purpose of this study was to investigate marital satisfaction, parenting attitude and the practice of Taegyo and to examine the relationship between marital satisfaction, parenting attitude and the practice of Taegyo for pregnant women. The sample included 234 pregnant women who participated in Pregnant Education Programs in Seoul and Gyeonggi Province. We analyzed the data which were collected by means of a questionnaire from June to September, 2012 and the data was analyzed with the t-test, ANOVA, Pearson correlation analysis, and Regression analysis by SPSS 19.0. The results were summarized as follows: First, the level of marital satisfaction and practice of Taegyo was relatively high. On the other hand the level of emotional value of parenting attitude was higher than that of instrumental value. Second, the group of higher marital satisfaction revealed a higher practice of Taegyo and also in the group of higher emotional and instrumental value of parenting attitude, the practice of Taegyo was high. Third, there was a positive relationship between marital satisfaction(respect, care, parent role, and housework role), parenting attitude(emotional value, instrumental value) and the practice of Taegyo such as food Taegyo, place Taegyo, language Taegyo, emotional Taegyo and behavior Taegyo. The significant factors influencing the practice of Taegyo was connected with parent role, housework role of marital satisfaction, and instrumental value of parenting attitude.

Phonetic Vowel Reduction Conditioned by Voicing of Adjacent Stops in English (음성적 모음 축소 현상에 영어 자음의 유무성 환경이 미치는 효과)

  • Oh, Eun-Jin
    • Speech Sciences
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    • v.14 no.4
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    • pp.81-98
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    • 2007
  • This study aims to investigate whether shortened vowel duration conditioned by a following voiceless stop induces phonetic reduction of vowel space in English, and whether the reduction appears more in the height dimension than in the backness dimension (Lindblom, 1963; Flemming, 2005). Fifteen native speakers of American English read minimal pairs containing ten American English vowels in [bVd] and [bVt] syllables in a carrier phrase. All the subjects produced shorter vowels in the voiceless than in the voiced context. However, a reduction in vowel space and a raising of low vowels due to the shortened vowel duration were generally not found. To the contrary, the speakers tended to exhibit even more lowering of low vowels in the voiceless context, and vowel space was more commonly compressed in the backness dimension than in the height dimension. Many speakers, in particular, demonstrated fronting of the high back vowel [u] in the voiceless context. It was interpreted that due to a relatively large number of English vowels in the narrower low vowel space, the raising of low vowels may give rise to confusion in vowel contrasts, and therefore the degree of phonetic vowel reduction is restricted in that region. On the other hand, the high vowel region, being relatively spacious in English, allows a certain degree of phonetic vowel reduction in the F2 dimension. It is possible that heavy requirements for maintaining vowel contrasts may cause speakers to overachieve vowel target values, especially when faced with vowels which are difficult to distinguish due to shortened vowel duration, leading to an over-lowering of the low vowels.

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A Comparative Study of the Effect of Dolittle and Robot Programming Education on Creativity (두리틀과 로봇 프로그래밍 교육이 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.619-626
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    • 2010
  • In this study, we performed experimental studies on the educational programming languages of Dolittle and Robot to compare and analyze their effect on improving creativity. We formed three sixth grade classes, totaling 99 students, into a Robot class, a Dolittle class, and a general class that served as a neutral. The Dolittle class and the Robot class took ten programming lessons with specific hand-in operations, as well as feedback and discussion, during ten weeks. The experiment results showed that student creativity in the two programming classes improved more than that of students in the general class. Especially creativity of the students in the Robot class improved the most. Moreover, the mean creativity of the lower academic achievement group was slightly better than that of the higher group. This implies that there is no positive correlation between academic achievement and creativity.

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A Meaning and Origin of the Stupa (불탑의 의미와 어원)

  • Cheon, Deuk-Youm
    • Journal of architectural history
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    • v.20 no.5
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    • pp.81-94
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    • 2011
  • Buddhism that has arisen in India began to build the Stupa to enshrine body and Sari of Buddha as an object of worship. The stupa existed as a tome of holy leaders even before the birth of Buddha, which was called stupa or tupa in the Sanskrit and the Pali, the ancient language of India. The stupa was renamed accordingly in each Buddhism transmitted countries such as Ceylon, Tibet, Nepal, Myanmar, Thailand and China and also reshaped according to their own formative style. But its original meaning and type are kept unchanged. The stupa was established in the 4 holy places including the birth place of Buddha, the place where Buddha found enlightenment, the place where Buddha preached for the first time, and the place where Buddha died. Thus, a pagoda to commemorate holy ancient places is called Chaitya, which became differentiated from the stupa in which Sari is enshrined. The stupa means Nirvana, the eternal body of Buddha, and also a place filled with teaching and preaching of Buddhism. It signifies the symbol of Buddha who escaped from the death and rebirth, to achieve complete extinction, i.e. parinirvana, and to reach ultimate eternal world, rather than simply means death. During the non-statue of th Buddha period, people built the stupa to embody Nirvana of the Buddha, and worshipped the tomb where body of holy saints was enshrined. On the other hand, they also sanctified memorial things such as tools that holy saints used, the Bo tree under which one achieved Nirvana, Dharma cakra that implied words, footprint that carried out mission work, and a way to reach to heaven.

An Implementation of Functional Module Editor inthe Gate-Array Layout Style (게이트 어레이 레이아웃 형태에서의 기능 모듈 편집기의 구현)

  • Hong, Seong-Hyeon;Jeong, Yeong-Suk;Im, Jong-Seok;Son, Jin-U
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1240-1252
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    • 1996
  • In this paper we propose a layout editor for the functional module generation in the Sea-of Gates(SOG) lay-out style. The proposed layout editor provides interactive was of designing a functional module to the designer so that the layout result is very satisfiable. Especially, the editor is independent on the shape of the basic cells in the gate array template, and provides semi-automatic layout methods as well as hand layout. It also has several special functions which are not able to find in other layout tools for the module generation, and hence the designer can generate modules very fast. The layout editors implemented in C language with X-win-dow Motif environment. When we compare our editor with the previous layout editor Seadali, the design time is reduced by a factor of two for several benchmark circuits.

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An Automatic Data Construction Approach for Korean Speech Command Recognition

  • Lim, Yeonsoo;Seo, Deokjin;Park, Jeong-sik;Jung, Yuchul
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.17-24
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    • 2019
  • The biggest problem in the AI field, which has become a hot topic in recent years, is how to deal with the lack of training data. Since manual data construction takes a lot of time and efforts, it is non-trivial for an individual to easily build the necessary data. On the other hand, automatic data construction needs to handle data quality issue. In this paper, we introduce a method to automatically extract the data required to develop Korean speech command recognizer from the web and to automatically select the data that can be used for training data. In particular, we propose a modified ResNet model that shows modest performance for the automatically constructed Korean speech command data. We conducted an experiment to show the applicability of the command set of the health and daily life domain. In a series of experiments using only automatically constructed data, the accuracy of the health domain was 89.5% in ResNet15 and 82% in ResNet8 in the daily lives domain, respectively.