• Title/Summary/Keyword: place

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Making and Using an Ecological Learning-Place in Primary Schools in Daegu (대구 지역 초등학교의 생태학습장 조성과 활용)

  • Choi, Byung-Doo;Cheong, Cheol
    • Hwankyungkyoyuk
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    • v.21 no.2
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    • pp.89-102
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    • 2008
  • Because of the rapid industrialization and urbanization, urban dwellers are lack of opportunity to contact with nature, and hence alienated from it. In particular, primary school children who are very sensible to nature need more opportunities to learn nature by direct interactions with it. For this purpose, a movement for making and using ecological learning-place in play-ground within primary school. It has been found as a result of research on ecological learning-places in 7 primary schools in Daegu that such places, equipped with several ecological facilities, provide both pupils and local dwellers around schools with a place for ecological learning and for rest. But some of them have been left without care and hence can not be properly used, because of inappropriate site, insufficient facilities, and deficient programme for practical use. In conclusion, the paper reconfirms importance of ecological learning-place within grounds of primary school in terms of its educational, social and ecological effects, and suggests briefly some measures to encourage its construction and practical use.

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A Jabber-based Messenger System for Effective Collaboration (효과적인 협업지원을 위한 Jabber 기반의 메신저 시스템)

  • 황의윤;이근웅;안건태;김진홍;이명준
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.154-156
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    • 2003
  • BioPlace 시스템은 유전체 관련 연구자들의 효과적인 정보교환과 연구 활동을 지원하기 위한 웹기반 협업지원 시스템이다. 현재 BioPlace 시스템은 정보를 교환하는 방법이 대부분 비동기적 이어서 실제 공동작업의 과정에서 발생할 수 있는 여러 가지 전달사항이나 수시로 변하는 정보를 실시간으로 전달할 수 있는 방법을 제공하고 있지 않다. Jabber 메시징 시스템은 XML 기반의 개방형 메시징 시스템으로서 실시간 의사소통을 지원하기 위한 다양한 기능과 타 메시징 시스템과의 연동을 제공하고 있어서 능률적인 메시징 서비스의 개발을 지원한다. 따라서, BioPlace 협업지원 시스템에서 Jabber 메시징 서비스를 제공함으로써 이러한 문제를 해결할 수 있다. 본 논문에서는 BioPlace 협업지원 시스템에서 실시간 의사소통 수단으로 사용될 수 있도록 Jabber 실시간 메시징 시스템을 확장하여 BioPlace 메신저 시스템을 설계하고, 실제 구동 가능한 서버와 클라이언트 시스템을 개발하였다.

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Schedule Management on the BioPlace Collaborative System (BioPlace 협업지원 시스템에서의 일정관리)

  • 박희종;문남두;안건태;이명준
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.157-159
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    • 2003
  • BioPlace는 유전체 연구자에게 유전체 검색 시스템을 제공하고 특정 연구 분야의 연구자들 사이에 연구 관련 정보를 효율적으로 공유하고 교환하기 위한 웹기반 협업지원 환경이다. BioPlace 시스템에서 효과적인 공동작업을 수행하기 위해서는 개인 및 작업그룹간의 일정을 편리하게 관리할 수 있는 일정관리 도구가 필요하다. 본 논문에서는 BioPlace 시스템 상에서 개인 및 작업그룹의 일정을 편리하고 효율적으로 관리할 수 있는 도구를 JSP 및 EJB 컴포넌트 기술을 이용하여 개발하였다. 개발된 일정관리 컴포넌트는 일정보기, 일정추가, 일정수정, 일정삭제, 공지전달 등의 기능을 통하여 사용자들 간의 효율적인 공동작업을 수행할 수 있는 편리함을 제공한다.

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Condition-invariant Place Recognition Using Deep Convolutional Auto-encoder (Deep Convolutional Auto-encoder를 이용한 환경 변화에 강인한 장소 인식)

  • Oh, Junghyun;Lee, Beomhee
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.8-13
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    • 2019
  • Visual place recognition is widely researched area in robotics, as it is one of the elemental requirements for autonomous navigation, simultaneous localization and mapping for mobile robots. However, place recognition in changing environment is a challenging problem since a same place look different according to the time, weather, and seasons. This paper presents a feature extraction method using a deep convolutional auto-encoder to recognize places under severe appearance changes. Given database and query image sequences from different environments, the convolutional auto-encoder is trained to predict the images of the desired environment. The training process is performed by minimizing the loss function between the predicted image and the desired image. After finishing the training process, the encoding part of the structure transforms an input image to a low dimensional latent representation, and it can be used as a condition-invariant feature for recognizing places in changing environment. Experiments were conducted to prove the effective of the proposed method, and the results showed that our method outperformed than existing methods.

U-Commerce in Service Space : Business Model Analysis and Case Study (서비스 공간에서의 유비쿼터스 상거래 비즈니스 모델 분석 및 사례연구)

  • Lee, Hyun-Seok;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.2
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    • pp.45-61
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    • 2008
  • Previous U-Commerce researches have dealt with the business support systems for traditional commerce space such as real world shopping malls. This paper investigates U-Commerce business models in service space. The McDonald's Touch-Order case is analyzed from business model perspective and the Media-Embedded Place business model is introduced as a U-Commerce business model for value creation in service space. The media-embedded place business model attaches auto-identification tags to tables or billboards, triggers commercial transaction through the tags, and shares the revenues and the incentives among the place owners and commerce/content providers. This paper analyzes its scenario and applications and illustrates the profitability analysis using so-called 'tag evaluation model'.

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A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

Place Values of Urban Agriculture through applying the Concept of Creative Industry Convergence (창조적 산업융합 개념을 적용한 도시농업의 장소적 가치에 대한 고찰)

  • Lee, Seok-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.900-905
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    • 2012
  • The researches and discussion for regenerating the deprived urban residential areas are proceeding actively. But urban agriculture is regard as a simple tool for participation of resident and its value as primary industry is discussed in part. Now discussion about increasing the place capital is needed to overcome the existing urban development methods that maximizes the space capital as a new alternative. So this research is to give a theoretical basis for sustainable urban regeneration. It studies the place value improvement through urban agriculture which is applied creative industry convergence. For these, it indicates problems of the methods of existing urban development, reveal the strengths of urban agriculture applied creative industry convergence in the aspect of place value improvement, and suggests a new paradigm for urban regeneration.

SOME GENERALIZATION OF THE LANG'S EXISTENCE OF RATIONAL PLACE THEOREM

  • Cho, In-Ho;Lim, Jong-In
    • Bulletin of the Korean Mathematical Society
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    • v.22 no.2
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    • pp.83-85
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    • 1985
  • Let K be a real function field over a real closed field F. Then there exists an F-place .phi.:K.rarw.F.cup.{.inf.}. This is Lang's Existence of Rational Place Theorem (6). There is an equivalent version of Lang's Theorem in (4). That is, if K is a function field over a field F, then, for any ordering P$_{0}$ on F which extends to K, there exists an F-place .phi.: K.rarw.F'.cup.{.inf.} where F' is a real closure of (F, P$_{0}$). In [2], Knebusch pointed out the converse of the version of Lang's Theorem is also true. By a valuation theoretic approach to Lang's Theorem, we have found out the following generalization of Lang and Knebusch's Theorem. Let K be an arbitrary extension field of a field F. then an ordering P$_{0}$ on F can be extended to an ordering P on K if there exists an F-place of K into some real closed field R containing F. Of course R$^{2}$.cap.F=P$_{0}$. The restriction K being a function field of F is vanished, though the codomain of the F-place is slightly varied. Therefore our theorem is a generalization of Lang and Knebusch's theorem.

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A Basic Study on the Exhibition Design of a Science Museum -Focus on the Case Study on Exhibition System & Prestutation Method of a Museum of Telecommunication- (이공계박물관의 전시디자인에 관한 기초적 연구 -정보통신 박물관의 전시체계와 연출방법에 관한 사례연구를 중심으로-)

  • 김종훈;임채진
    • Korean Institute of Interior Design Journal
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    • no.10
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    • pp.58-68
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    • 1997
  • The core of character and concept in an exhibition space of contemporary museum is that the place for relics and materials changes into the place for spectators, the static exhibition place changes into the dynamic exhibition place, and the place for learning naturally during amusement. In other words, it could convey the conceptual exhibition object which is not the material object called a relic, it could be a place where is to investigate, participate, experience and enjoy with easily method to general public, and ordinary people are supposed to experience with integrative the world of intellectual, cultural and artistic which is inconcionsly rising a dimensiov. In order to response positively the change of these exhibition concept itself, exhibition system will be established through the analysis of realistic exhibition objects with the visulatization of theme or thought of an exhibitiov. In process of conveying image, the effective and concrete exhibition method and technique should be measured in order to realize the communication between spectators and exhibition objects. The purpose of this study is to find the methodology which is enable to establish the exhibition theme and presentation system through the selection and analysis of exhibition objects in major cases of a musem of ecience and engneering, to find the process model till the methodology applies to the space scheme, and to find finally the designed indicators which is applicable to the progress of exhibition desigv.

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A Study on the Embodying the Sense of Place in Children's Libraries (어린이 도서관에 있어서 장소성 구현에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Cheon, Hye-Sun
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.198-208
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    • 2010
  • The purpose of this study is to elicit the planning factors for the embodiment of sense of place in public library. This study analyzes qualitatively the good places where the children seek for and evaluate in children's library. The primary method of survey in this study is the caption evaluation. The survey is conducted in libraries of three types. In the caption evaluation, children take good places into photograph by themselves and are asked for reasons, features and physical characteristics for the pictures on good places. Through the study of the preceding studies, this study takes four analysis frames, Path, Occupancy Place, Edge and Mark. According to four analysis frames, the principal features, physical characteristics and the examples in libraries of domestic and foreign country are put in order. The meanings of this study are summarized as followings; presenting the method of user's positive evaluation, studying the sense of place in children's view point, and presenting the interrelation pattern for embodiment of the rich sense of place.