• Title/Summary/Keyword: mathematical characters

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On the Attractive Teaching Methods of Mathematics for High School students in Island's region (도서지역 고등학생을 위한 흥미로운 수학지도 방안)

  • Park, Hyung-Bin;Lee, Heon-Soo
    • Journal of the Korean School Mathematics Society
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    • v.8 no.4
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    • pp.481-494
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    • 2005
  • In this study, the goal is to spread profound knowledge and theory through providing with accumulated methods in mathematics education to the students who are relatively neglected in educational benefits. The process is divided into 3 categories: mathematics for obtaining common sense and intelligence, practical math for application, and math as a liberal art to elevate their characters. Furthermore, it includes the reasons for studying math, improving problem-solving skills, machinery application learning, introduction to code(cipher) theory and game theory, utilizing GSP to geometry learning, and mathematical relations to sports and art. Based on these materials, the next step(goal) is to train graduate students to conduct researches in teaching according to the teaching plan, as well as developing interesting and effective teaching plan for the remote high school learners.

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Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Study on Self-tunning of PID Controller using Neural Network Theory (신경망이론을 이용한 PID제어기의 자기동조에 관한 연구)

  • Jun, Kee-Young;Hahm, Nyoun-Kun;Sung, Nark-Kuy;Lee, Seung-Hwan;Lee, Hoon-Goo;Han, Kyung-Hee
    • Proceedings of the KIEE Conference
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    • 1999.07f
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    • pp.2610-2612
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    • 1999
  • In controlling vector of induction motor, PID controller is required much time as the expert should control manually a gain of controller according to plant or a change of circumstances. Accordingly, this paper has gotten a gain of PID controller used neural network by self-funning method in order to settle above problem. The neural network can describe an input/output features in spite of non-linear system which is hard to get mathematical model by controlling the strength of connection by learning. It has a strong character against a distortion and noise of input information, and is suitable modeling of diver-variable system which is composed of several input/output. This paper has represented the self-tunning method for gain of PID controller used neural network when using PID controller to control speed of induction motor, and has checked strong characters against distortion and noise of input information through simulation.

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전력기술 관리법 소개

  • 박종윤
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.11 no.1
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    • pp.34-36
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    • 1997
  • In this paper, we introduce the design method using CAE(Computer Aided Engineering) which is profitable in the compatibility and standardization of the developed product and the reduction of construction time and price to develop and design a machine equipment. Particularly, we select the standard model to design or develop from the large machinery to the super precision one, extract the peculiar characters of the model by the close analysis of the physical and technical part, can predict the previous result of experimental characteristics on objective dimensions through the analogical mathematical analysis, and can induce the design model demanded by user investigating optimal data in advance. We present the analogical algorithms and process method of design factors and restriction factors in the systematization design with computer. Then we analyze step functions for each systematization equipment and induce the process of technical data with actuator model.

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Construction of Jacket Matrices Based on q-ary M-sequences (q-ary M-sequences에 근거한 재킷 행렬 설계)

  • S.P., Balakannan;Kim, Jeong-Ki;Borissov, Yuri;Lee, Moon-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.7
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    • pp.17-21
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    • 2008
  • As with the binary pseudo-random sequences q-ary m-sequences possess very good properties which make them useful in many applications. So we construct a class of Jacket matrices by applying additive characters of the finite field $F_q$ to entries of all shifts of q-ary m-sequence. In this paper, we generalize a method of obtaining conventional Hadamard matrices from binary PN-sequences. By this way we propose Jacket matrix construction based on q-ary M-sequences.

Fast Skew Detection of Document Image Using Morphological Operation (모폴로지 연산을 이용한 문서 이미지의 고속 기울기 검출 기법)

  • Shin Myoung-Jin;Kim Do-Hyun;Cha Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.796-799
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    • 2006
  • This paper presents a new method for automatic detection of skew in a document image using mathematical morphology. To speed up processing, we use reduced image but it still requires long time to estimate the skew angle so the proposed method works with region of interest, not with whole image. Character strings are connected by using morphological closing operation and a component labeling is used to select region of interest. The method considers the lowermost pixels of characters in candidate regions in the binary image of original document image. Experimental results shows that the proposed method is extremely fast and robust as well as independent of script forms.

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Vehicle License Plate Detection Based on Mathematical Morphology and Symmetry (수리 형태론과 대칭성을 이용한 자동차 번호판 검출)

  • Kim, Jin-Heon;Moon, Je-Hyung;Choi, Tae-Young
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.2
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    • pp.40-47
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    • 2009
  • This paper proposes a method for vehicle license plate detection using mathematical morphology and symmetry. In general, the shape, color, size, and position of license plate are regulated by authorities for a better recognition by human. Among them, the relatively big intensity difference between the letter and the background region of the license plate and the symmetry about the plate are major discriminating factors for the detection. For the first, the opened image is subtracted from the closed image to intensify the region of plate using the rectangular structuring element which has the width of the distance between two characters. Second the subtraction image is average filtered with the mask size of the plate. Third, the column maximum graph of the average filtered image is acquired and the symmetry of the graph is measured at every position. Fourth, the peaks of the average filtered image are searched. Finally, the plate is assumed to be positioned around the one of local maxima nearest to the point of the highest symmetry. About 1,000 images taken by speed regulation camera are used for the experiment. The experimental result shows that the plate detection rate is about 93%.

A Semantic Investigation of Geometric Terminology in School Mathematics (학교 수학 기하 용어의 의미론적 탐색 - 기하 용어의 역사적 변천 및 국제 비교를 중심으로 -)

  • 박경미;임재훈
    • Journal of Educational Research in Mathematics
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    • v.8 no.2
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    • pp.565-586
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    • 1998
  • Like many other school subjects, terminology is a starting point of mathematical thinking, and plays a key role in mathematics learning. Among several areas in mathematics, geometry is the area in which students usually have the difficulty of learning, and the new terms are frequently appeared. This is why we started to investigate geometric terms first. The purpose of this study is to investigate geometric terminology in school mathematics. To do this, we traced the historical transition of geometric terminology from the first revised mathematics curriculum to the 7th revised one, and compared the geometric terminology of korean, english, Japanese, and North Korean. Based on this investigation, we could find and structuralize the following four issues. The first issue is that there are two different perspectives regarding the definitions of geometric terminology: inclusion perspective and partition perspective. For example, a trapezoid is usually defined in terms of inclusion perspective in asian countries while the definition of trapezoid in western countries are mostly based on partition perspective. This is also the case of the relation of congruent figures and similar figures. The second issue is that sometimes there are discrepancies between the definitions of geometric figures and what the name of geometric figures itself implies. For instance, a isosceles trapezoid itself means the trapezoid with congruent legs, however the definition of isosceles trapezoid is the trapezoid with two congruent angles. Thus the definition of the geometric figure and what the term of the geometric figure itself implies are not consistent. We also found this kind of discrepancy in triangle. The third issue is that geometric terms which borrow the name of things are not desirable. For example, Ma-Rum-Mo(rhombus) in Korean borrows the name from plants, and Sa-Da-Ri-Gol(trapezoid) in Korean implies the figure which resembles ladder. These terms have the chance of causing students' misconception. The fourth issue is that whether we should Koreanize geometric terminology or use Chinese expression. In fact, many geometric terms are made of Chinese characters. It's very hard for students to perceive the ideas existing in terms which are made of chines characters. In this sense, it is necessary to Koreanize geometric terms. However, Koreanized terms always work. Therefore, we should find the optimal point between Chines expression and Korean expression. In conclusion, when we name geometric figures, we should consider the ideas behind geometric figures. The names of geometric figures which can reveal the key ideas related to those geometric figures are the most desirable terms.

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An Analysis on the Problem Solving of Korean and American 3rd Grade Students in the Addition and Subtraction with Natural Numbers (한국과 미국 초등학교 3학년 학생들의 자연수 덧셈과 뺄셈 문제해결 분석)

  • Lee, Dae Hyun
    • Education of Primary School Mathematics
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    • v.19 no.3
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    • pp.177-191
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    • 2016
  • Students can calculate the addition and subtraction problem using informal knowledge before receiving the formal instruction. Recently, the value that a computation lesson focus on the understanding and developing the various strategies is highlighted by curriculum developers as well as in reports. Ideally, a educational setting and classroom culture reflected students' learning and problem solving strategies. So, this paper analyzed the similarity and difference with respect to the numeric sentence and word problem in the addition and subtraction. The subjects for the study were 100 third-grade Korean students and 68 third-grade American students. Researcher developed the questionnaire in the addition and subtraction and used it for the survey. The following results have been drawn from this study. The computational ability of Korean students was higher than that of American students in both the numeric sentence and word problem. And it was revealed the differences of the strategies which were used problem solving process. Korean students tended to use algorithms and numbers' characters and relations, but American students tended to use the drawings and algorithms with drawings.

Character Facial Animation Retargeting based on SVG (SVG 기반 캐릭터 표정 애니메이션 리타게팅)

  • Kang, Gi-Tae;Hong, Soo-Hyeon;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.824-834
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    • 2011
  • In this study, the method to generate facial animation of SVG format based online character AUtomatically was proposed. The re-targeted character can reproduce the modeling facial movements itself without losing the unique formative properties by modeling abundant facial movements of the character in the existing animation for movie theater through the mathematical calculation and 'retargeting' this to other character of SVG format. The method of retargeting facial movements like this can be applied to the various characters by only one facial data so although non-specialists, even not an animator can create facial animation of character easily and rapidly. The suggested facial movement in this study is nonlinear and an exaggerated motion so it is friendly to the viewers and it is lively. Besides, it is based on the SVG format, so the smooth facial movements can be implemented by less capacity than existing GIF animation.