• Title/Summary/Keyword: implicit definition

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Zermelo and the Axiomatic Method (제르멜로와 공리적 방법)

  • Park, Woo-Suk
    • Korean Journal of Logic
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    • v.11 no.2
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    • pp.1-56
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    • 2008
  • This article intends to examine the widespread assumption, which has been uncritically accepted, that Zermelo simply adopted Hilbert's axiomatic method in his axiomatization of set theory. What is essential in that shared axiomatic method? And, exactly when was it established? By philosophical reflection on these questions, we are to uncover how Zermelo's thought and Hilbert's thought on the axiomatic method were developed interacting each other. As a consequence, we will note the possibility that Zermelo, in his early as well as late thought, had views about the axiomatic method entirely different from that of Hilbert. Such a result must have far-reaching implications to the history of set theory and the axiomatic method, thereby to the philosophy of mathematics in general.

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A Parametric Study of the Hemming Process by Finite Element Analysis (유한요소해석에 의한 헤밍 공정 변수연구)

  • Kim, Hyung-Jong;Choi, Won-Mog;Lim, Jae-Kyu;Park, Chun-Dal;Lee, Woo-Hong;Kim, Heon-Young
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.2
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    • pp.149-157
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    • 2004
  • Implicit finite element analysis of the flat surface-straight edge hemming process is performed by using a commercial code ABAQUS/Standard. Methods of finite element modeling for springback simulation and contact pair definition are discussed. An optimal mesh system is chosen through the error analysis that is based on the smoothing of discontinuity in the state variables. This study has focused on the investigation of the influence of process parameters in flanging, pre-hemming and main hemming on final hem quality, which can be defined by turn-down, warp and roll-in. The parameters adopted in this parametric study are flange length, flange angle, flanging die corner radius, face angle and insertion angle of pre-hemming punch, and over-stroke of pre-hemming and main hemming punches.

Concept Analysis of Tacit Nursing Knowledge (혼종모형을 이용한 암묵적 간호지식의 개념분석)

  • Kim, Hyeon Ju;Kim, Joo Hyun
    • Journal of Korean Academy of Nursing
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    • v.48 no.6
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    • pp.637-655
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    • 2018
  • Purpose: The purpose of this qualitative study is to investigate the nature of tacit nursing knowledge practiced in the clinical field in Korea using hybrid models, and to clarify the definitions and attributes of the concept. Methods: The definition and nature of tacit nursing knowledge, obtained through a review of the extensive literature at the theoretical stage of the research, and the analysis of the in-depth interview data conducted by the career nurses in the fieldwork stage, are compared and analyzed. Results: The tacit nursing knowledge was found in three dimensions as knowledge related to the person, the clinical situation work context, the self, the others, and the task. The tacit nursing knowledge was defined as personal nursing knowledge and artistic skills that show up as unconscious behavior patterns, learned informally, and internalizedthrough repeated clinical practice experience based on professional nursing knowledge. Conclusion: Tacit nursing knowledge has been widely used in clinical practice and has been shown to have a great impact, directly or indirectly, on clinical nursing. Therefore, individual and organizational efforts are needed for validation and clarification using the generation, sharing, collection, and peer review of sound implicit nursing knowledge to ensure that it is properly applied.

An Analytical Study on the Studies of Mathematical Creativity in Korea: Focusing on the Essence of Mathematical Creativity (창의성의 본질적 관점에서 본 수학적 창의성 교육의 국내 연구 동향)

  • Ha, Su Hyun;Lee, Kwang Ho;Sung, Chang Geun
    • School Mathematics
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    • v.15 no.3
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    • pp.551-568
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    • 2013
  • The purpose of this study is to verify the research trends on 101 articles about mathematical creativity published in domestic journals. The analysis criteria are as follows: (1)What kind of terms the articles use to refer to the creativity in mathematics education, (2)Whether the researchers conceptualize such the terms or not, (3)Whether the definitions are domain-specific or not, (4)What perspectives, categories and levels of the articles have on creativity. The results of this study show the following. First, numerous articles used 'mathematical creativity' in order to point to the creativity in mathematics education. Second, among the 101 selected articles, 60 (59.4%) provided an explicit definition of the mathematical creativity and 19(18.8%) provided an implicit definition. Among the 79 articles, only 43(54.4%) provided domain-specific definitions. Second, the percentage of articles preferring one perspective over the other 3 perspectives were similar. Third, the rate of articles which focused on press(environment) of all categories (person, process, product, press) was low. Fourth, regarding the levels of creativity, most articles were done on little-c creativity level, on the other hand, the articles having an interest in mini-creativity were very rare. Based on these results, necessities of explicit and domestic-specific definition, whole approach of mathematical creativity, and articles focusing on the mini-creativity level should be reported.

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A Research on the Extended Definition of Educational Serious Game and Guiding Directions through Categorizations of Serious Games (교육을 위한 기능성 게임 연구의 확장적 정의와 범주화를 통한 기능성 게임 연구의 발전방향에 대한 연구)

  • Kim, Sa-Hoon H.
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.3-13
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    • 2012
  • The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.

eXtensible Rule Markup Language (XRML): Design Principles and Application (확장형 규칙 표식 언어(eXtensible Rule Markup Language) : 설계 원리 및 응용)

  • 이재규;손미애;강주영
    • Journal of Intelligence and Information Systems
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    • v.8 no.1
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    • pp.141-157
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    • 2002
  • extensible Markup Language (XML) is a new markup language for data exchange on the Internet. In this paper, we propose a language extensible Rule Markup Language (XRML) which is an extension of XML. The implicit rules embedded in the Web pages should be identifiable, interchangeable with structured rule format, and finally accessible by various applications. It is possible to realize by using XRML. In this light, Web based Knowledge Management Systems (KMS) can be integrated with rule-based expert systems. To meet this end, we propose the six design criteria: Expressional Completeness, Relevance Linkability, Polymorphous Consistency, Applicative Universality, Knowledge Integrability and Interoperability. Furthermore, we propose three components such as RIML (Rule Identification Markup Language), RSML (Rule Structure Markup Language) and RTML (Rule Triggering Markup Language), and the Document Type Definition DTD). We have designed the XRML version 0.5 as illustrated above, and developed its prototype named Form/XRML which is an automated form processing for disbursement of the research fund in the Korea Advanced Institute of Science and Technology (KAISI). Since XRML allows both human and software agent to use the rules, there is huge application potential. We expect that XRML can contribute to the progress of Semantic Web platforms making knowledge management and e-commerce more intelligent. Since there are many emerging research groups and vendors who investigate this issue, it will not take long to see XRML commercial products. Matured XRML applications may change the way of designing information and knowledge systems in the near future.

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The Trend and Prospect of the Nursing Intervention Classification (간호중재분류의 동향과 전망)

  • Park, Sung-Ae
    • Journal of Home Health Care Nursing
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    • v.3
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    • pp.75-85
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    • 1996
  • Nursing Intervention Classification(NIC) includes the 433 intervention lists to standardize the nursing language. Efforts to standardize and classify nursing care are important because they make explicit what has previously been implicit, assumed and unknown. NIC is a standardized language of both nurse-initiated and physician-initiated nursing treatments. Each of the 433 interventions has a label, definition and set of activities that a nurse does to carry it out. It defines the interventions performed by all nurses no matter what their setting or specialty. Principles of label, definition and activity construction were established so there is consistency across the classification. NIC was developed for following reasons; 1. Standandization of the nomen clature of nursing treatments. 2. Expansion of nursing knowledge about the links between diagnoses, treatments and outcomes. 3. Devlopment of nursing and health care information systems. 4. Teaching decision making to nursing students. 5. Determination of the costs of service provided by nurses. 6. Planning for resources needed in nursing practice settings. 7. Language to communicate the unigue function of nursing. 8. Articulation with the classification systems of other health care providers. The process of NIC development ; 1. Develop implement and evaluate an expert review process to evaluate feedback on specific interventions in NIC and to refine the interventions and classification as feedback indicates. 2. Define and validate indirect care interventions. 3. Refine, validate and publish the taxonomic grouping for the interventions. 4. Translate the classification into a coding system that can be used for computerization for articulation with other classifications and for reimbursement. 5. Construct an electronic version of NIC to help agencies in corporate the classifiaction into nursing information systems. 6. Implement and evaluate the use of the classification in a nursing information system in five different agencies. 7. Establish mechanisms to build nursing knowledge through the analysis of electronically retrievable clinical data. 8. Publish a second edition of the nursing interventions classification with taxonomic groupings and results of field testing. It is suggested that the following researches are needed to develp NIC in Korea. 1. To idenilfy the intervention lists in Korea. 2. Nursing resources to perform the nursing interventions. 3. Comparative study between Korea and U.S.A. on NIC. 4. Linkage among nursing diagnosis, nursing interventions and nursing outcomes. 5. Linkage between NIC and other health care information systems. 6. determine nursing costs on NIC.

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Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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An Approach to the BIM-enabled Assessment of Building Circulation using Quantitative Data and its Weight (동선관련 정성적 요구사항 평가를 위한 가중치를 적용한 BIM기반 정량데이터 활용방안에 관한 연구)

  • Shin, Jaeyoung;Lee, Jin-Kook
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.335-343
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    • 2015
  • This paper describes a quantitative approach to the BIM-enabled assessment of building circulation by using quantitative data and applying its weight. Assessment of building circulation plays an important role before construction stage because of related requirements regulated by design guide, building codes, etc. and design decision making as well. In this paper, Qualitative issue is mainly dealt with that are usually excluded from rule checking objects due to their implicit definition such as 'comfortable circulation'. A weighting framework is suggested using weighted data of circulation properties such as 1) metric distance, 2) number of passing spaces, 3) number of turning spaces, 4) window area of passing space, etc.

A Note on the Use of Properties of Operations and the Equal Sign in Elementary School Mathematics (초등학교 수학에서 연산의 성질과 등호의 사용에 대한 고찰)

  • Paek, Dae Hyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.21 no.4
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    • pp.643-662
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    • 2017
  • The first appearance of the equations in elementary school mathematics is in the expression of the equal sign in the addition sentences without its definition. Most elementary school students have operational understanding of the equal sign in equations. Moreover, students' opportunities to have a clear concept of the properties of operations are limited because they are used implicitly in the textbooks. Based on this fact, it has been argued that it is necessary to introduce the properties of operations explicitly in terms of specific numbers and to deal with various types of equations for understanding a relational meaning of the equal sign. In this study, we use equations to represent the implicit properties of operations and the relational meaning of the equal sign in elementary school mathematics with respect to students' level of understanding. In addition, we give some explicit examples which show how to apply them to make efficient computations.

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