• Title/Summary/Keyword: syntagma

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(The Classification Method of the Document Plagiarism Similarity based on Similar Syntagma Tree and Non-Index Term) (유사 어절 트리와 비 색인어 기반의 문서 표절 유사도 분류 방법)

  • 천승환;김미영;이귀상
    • Journal of the Korea Computer Industry Society
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    • v.3 no.8
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    • pp.1039-1048
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    • 2002
  • It is difficult and laborious to distinguish between the original and the plagiarism about the electrical documents or on-line received documents, specially student homeworks because in many case, the homeworks are written on the same subject. Existing methods are not appropriate to solve this problem, which find the most appropriate category using the expression frequency of index term in documents to be classified. In this paper, a new classification method was proposed to distinguish between the original and the plagiarism about documents which were written similarly which is based on the syntagma vector - except the similar syntagma tree structure and non-index term.

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A Study on the Syntagma & Paradigm by Repetition, Variation and Contrast in Ads

  • Choi, Seong-hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.1-12
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    • 2017
  • This study is the academic work to explore the potential meanings of print advertisements. Linguistic features such as repetition, variation, contrast and phonological structure in the verbal texts of ads can give rise to shades-of-meaning or slight variations in advertising. The language of advertising is not only language in words. It is also a language in images, colors, and pictures. Pictures and words combine to form the advertisement's visual text.. While the words are very important in delivering the sales message, the visual text cannot be ignored in advertisements. Forming part of the visual text is the paralanguage of the ad. Paralanguage is the meaningful behaviour accompanying language, such as voice quality, gestures, facial expressions and touch in speech, and choice of typeface and letter sizes in writing. Foregrounding is the throwing into relief of the linguistic sign against the background of the norms of ordinary language. This paper focuses its discussion on the advertisements within the framework of the paradigmatic and the syntagmatic relationship. The sources of ads have been confined to Malboro. The ads were reselected based on purposive sampling methods.

Clustering Method Of Plagiarism Document To Use Similarity Syntagma Tree (유사 어절 트리를 이용한 표절 문서의 Clustering 방법)

  • Cheon, Seung-Hwan;Kim, Mi-Young;Lee, Guee-Sang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2269-2272
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    • 2002
  • 인터넷과 컴퓨터를 이용한 학생들의 과제물을 평가하는데 있어 표절의 용이성으로 인해 정확히 판별하는 것은 매우 어렵고 번거로운 일이다. 특히 동일한 주제에 대해서 작성되는 경우가 많으므로 독자적으로 작성된 문서와 표절되어진 문서를 판별하기가 쉽지 않다. 이것은 클러스터링 하고자 하는 문서들에서 주요 단어들 즉, 색인어들의 출현 빈도를 추출한 뒤 이를 이용하여 가장 적합한 Clustering을 찾는 기존의 정보 검색 방법들과는 전혀 다른 문제이다. 본 논문에서는 과제물의 평가에 지침을 제공할 수 있도록 유사 어절 트리를 이용한 표절 유사도에 따른 Cluster들을 생성하는 방법에 대해 제안한다.

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Analysis and description of the Visual Image Structure of Lemon Juice Squeezer, designed for Italy ALESSI company by Philippe Starck (필립 스탁의 디자인작 '레몬즙 짜개(Lemon Juice Squeezer)'에 대한 시각형상 구조 분석과 기술)

  • 조성근
    • Archives of design research
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    • v.16 no.2
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    • pp.405-414
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    • 2003
  • The modeling analysis for objects placed in a given space can be described objectively when their visual image structure is grasped. It can't be answered without first analyzing the basic program, visual expression. And when the whole aspect of the visual image of the desired interior utensils is presented, the mindset of its designer can be deduced from that. Therefore, the study was based on the lemon juice squeezer, one of the interior kitchen utensils that Philippe Starck designed for Italy ALESSI company. For the study method, putting'The Elements of Dynamic Symmetry' by Prof. Jay Hambidge into practice, 'paradigm' analysis containing the whole'lemon juice squeezer'image was attempted. And to describe it, the visual mark description method by Prof. Bok-Young Kim was used. In conclusion, henceforth, the relationship between interior space and articles, the relationship between object and user, the modeling critique or analysis of the production itself shoud not be intended to be emotional. On the contrary, the study presented an art analyic methodology that can analyze and describe the visual image structure numerically, and confirm the relationship between form and content.

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Origin and Transformation of the Word 'Library' in the Ancient World (고대 도서관 명칭의 기원과 변용)

  • Yoon, Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.1-21
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    • 2021
  • This study traced the origin and transformation of word library linked with archives in the ancient Near East, and Greece and Rome. First, the word library has two origins. One is derived from the Latin bibliothēkē from the ancient Greek βιβλιοθήκη. The first trace is Pollux's Onomasticon in the second half of the 2nd century, and if considered as a set of literature texts, it is Lipsius's De Bibliothecis Syntagma in 1602. The other was established as an library in the early 14th century after Latin libraria (or librarium) was translated into Old French librairie (or librarie). The word library was coined by Chaucer in 1374. Second, the clay tablet repository that existed in the ancient Near East is close to an archive, but the official name is unknown. However, the Ashurbanipal clay tablet archive is far from the principle of respect for original order and origins emphasized by the archivists, so it is not a royal archive, but a prototype of the royal library. And the official name of the Library of Alexandria was 'Βιβλιοθήκη της Αλεξάνδρειας', and then it was changed to 'ALEXANDRINA BYBLIOTHECE'. Third, In ancient Greece and Rome, archives and libraries were separated. Greece libraries were at the level of a small libraries attached to gymnasiums, and had few independent titles. The names of the Roman libraries often attached to the public baths were mixed with βιβλιοθήκη and Bibliotheca. Finally, the ancient library was succeeded to the cathedral bibliothek, and was transformed into 'bayt al-hikmah' in the Islamic Empire. In Japan, China, and Korea, Japanese-Chinese word library was accepted at the end of the 19th century, but there are many issues that require follow-up research.

A Semiotic Analysis of Starcraft : Sense Analysis by Greimas's Carre Semiotique (스타크래프트에 관한 기호학적 분석 : 그레마스의 기호 사각형을 응용한 의미분석)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.21-29
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    • 2007
  • This paper attempts to analyze Starcraft by Greimas's Carre Semiotique and the theory of structure generation semiotics, which are useful for non verbal text as well as verbal text. First, by using the Christian Metz's grand syntagma theory and principle, this study articulated the text of starcraft. As a result, it revealed that Starcraft has the axis of sense of war and has the primary sense categories of production and destruction. The sense of the Starcraft is being generated by these axis of sense and sense categories. This analysis is expected to be a stepstone for the furthermore analysis of narrative and discoursive level.

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Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.