• Title/Summary/Keyword: two-action problem

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What Makes Negative Imperative So Natural for Korean [psych-adjective +-e ha-] Constructions?

  • Kim, Il-Kyu
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.210-222
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    • 2007
  • Regarding Korean psych-adjectives and their -e ha- counterparts, e.i., [psych-adjective + -e ha-] constructions, what is at issue is how to capture the semantic difference and similarity between the two. Concerning this issue, one of the most controversial and difficult problems is whether the psych-construction has Action (Agency) as part of its meaning. The purpose of this paper is to solve this problem by answering the question why psych-constructions are much more natural when they are used as negative imperative than when they are used as positive imperative. First, in order to figure out why positive imperative is not allowed, we show that.e ha- adds the meaning of non-volitional action to psych-adjectives, using Jackendoff's Conceptual Semantics. Secondly, in accounting for why negative imperative is so natural, we show, with Talmy's Force Dynamics theory, what the speaker requires from the hearer is internal volitional action.

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Problems inherited from Habermas/Luhmann-debate: The relation between communication and action and the problem of attribution (하버마스와 루만의 논쟁이 남긴 문제: 소통과 행위의 관계 및 귀속)

  • Jung, Sunghoon
    • Journal of Korean Philosophical Society
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    • no.120
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    • pp.89-119
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    • 2018
  • Among the controversial issues of Habermas/Luhmann-debate, the more important issue today is the achievement of the two scholars after the debate rather than confirming the old antagonistic framework of critical theory versus systems theory. 'Communicative action' and 'discourse' are such issues. Starting from these issues, Habermas established a theory of communicative action, and Luhmann regarded elements of social systems as communications and considered actions as elements of system's self-observation. In particular, Luhmann's work, which regards communication as a primary concept and action as a result of attribution to the actor, was a very productive conversion of sociological tradition. Nevertheless, this conversion lacks a solution of intensified attribution conflicts. I think it is necessary to pay attention to the '$Verst{\ddot{a}}ndigung$' in Habermas' concept of communicative action in order to solve the problem of infinitely repeated attribution conflicts.

Wild Animal Repellent System For Prevention of Crop Damage By Wild Boars (멧돼지에 의한 농작물 피해 방지를 위한 유해조수 퇴치 시스템)

  • Ha, Yeongseo;Shim, Jaechang
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.215-221
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    • 2021
  • The agricultural is plagued by agricultural damage from wild boars every year. As a result, research on systems to repelling wild boars continues, and most of the systems are to detect objects with body temperature through sensors and then repelling them with actions such as light and sound. The problems of these system are operating regardless of wild boars and people, which can cause significant accident when using electric fence. In addition, If the same repelling action is repeated, wild boars can be adapted to that repelling action. As a solution to the two problems, Adaptation problem can be solved by random sounds and distinction problem can be solved by YOLO V4.

A Unified Model of Action Learning and Design Thinking for Social Innovation (사회 혁신을 위한 디자인 씽킹과 액션러닝의 통합모형)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Jeong Seon;Lee, Myoung Kwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.89-100
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    • 2016
  • This article analyzes two different strategies that both aim at creating innovative design or problem solving: design thinking and action learning. User-driven innovation strategy that has become more and more popular during the last decades is "design thinking". Based on designerly methods and principles, this strategy was developed by the design consultancy IDEO in the late 90s. Action learning is a pragmatic and moral philosophy based on a deeply humanistic view of human potential that commits us, via experiential learning, to address the intractable problems of organizations and societies. This paper provides a structured analysis and comparison of the two innovation strategies-design thinking and action learning-with the goal to identify potentials to enrich either of the two by merging or adapting specific parts or aspects. Although there are significant differences in both strategies, there are also several similarities in methodology and process design. This article compares process models for action learning and design thinking and highlights the specific differences and similarities. As a result, we suggested a union model of action learning and design thinking, and verified a this model through a case study. We complemented the process of team building and reflection of action learning for union model. Also, we statistically verified through a case study to validate the superiority of the design thinking model which complemented action learning. This article contributes to a better understanding of both-design thinking and action learning, and it may help to improve either of the two strategies to foster social innovation.

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Improvement Plan of Employment Camp using Action Learning : based on the case of learning community in P university (액션러닝을 활용한 취업캠프 개선방안 : P대학 학습공동체 사례를 중심으로)

  • LEE, Jian;KIM, Hyojeong;LEE, Yoona;JEONG, Yuseop;PARK, Suhong
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.3
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    • pp.677-688
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    • 2017
  • The purpose of this study is to analyze the action learning lesson about the improvement process of the job support program of P university students. As a research method, we applied the related classes during the semester to the students who took courses in the course of 'Human Resource Development', which is a subject of P university, and analyzed the learner's reflection journal, interview data. As a result of the research, we went through the problem selection stage, the team construction and the team building stage. And then we searched for the root cause of the problem, clarified the problem, derived the possible solution, determined the priority and created the action plan. There are 10 solutions to the practical problems of poor job camps. Through two interviews with field experts it offered final solutions focused on promoting employment and Camp students participate in the management of post-employment into six camps. According to the first rank, job board integration, vendor selection upon student feedback, reflecting improved late questionnaire, public relations utilizing KakaoTalk, recruiting additional selection criteria, the camp provides recorded images in order. The results of this study suggest that the university's employment support program will strengthen the competitiveness of students' employment and become the basic data for the customized employment support program.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A NOTE ON LIFTING TRANSFORMATION GROUPS

  • Cho, Sung Ki;Park, Choon Sung
    • Korean Journal of Mathematics
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    • v.5 no.2
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    • pp.169-176
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    • 1997
  • The purpose of this note is to compare two known results related to the lifting problem of an action of a topological group G on a G-space X to a coverring space of X.

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English-to-Korean Machine Translation and the Problem of Anaphora Resolution (영한기계번역과 대용어 조응문제에 대한 고찰)

  • Ruslan Mitkov
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1994.06c
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    • pp.351-357
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    • 1994
  • At least two projects for English-to-Korean translation have been already in action for the last few years, but so far no attention has been paid to the problem of resolving pronominal reference and a default pronoun translation has been considered instead. In this paper we argue that pronous cannot be handled trivially in an English-to-Korean translation and one cannot bypass the task of resolving anaphoric reference if aiming at good and natural translation. In addition, we propose lexical transfer rules for English-to-Korean anaphor translation and outline an anaphora resolution model for an English-to-Korean MT system in operation.

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Deep learning-based Human Action Recognition Technique Considering the Spatio-Temporal Relationship of Joints (관절의 시·공간적 관계를 고려한 딥러닝 기반의 행동인식 기법)

  • Choi, Inkyu;Song, Hyok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.413-415
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    • 2022
  • Since human joints can be used as useful information for analyzing human behavior as a component of the human body, many studies have been conducted on human action recognition using joint information. However, it is a very complex problem to recognize human action that changes every moment using only each independent joint information. Therefore, an additional information extraction method to be used for learning and an algorithm that considers the current state based on the past state are needed. In this paper, we propose a human action recognition technique considering the positional relationship of connected joints and the change of the position of each joint over time. Using the pre-trained joint extraction model, position information of each joint is obtained, and bone information is extracted using the difference vector between the connected joints. In addition, a simplified neural network is constructed according to the two types of inputs, and spatio-temporal features are extracted by adding LSTM. As a result of the experiment using a dataset consisting of 9 behaviors, it was confirmed that when the action recognition accuracy was measured considering the temporal and spatial relationship features of each joint, it showed superior performance compared to the result using only single joint information.

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Perception and action: Approach to convergence on embodied cognition (지각과 행위: 체화된 인지와의 융복합적 접근)

  • Lee, Young-Lim
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.555-564
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    • 2016
  • Space perception is generally treated as a problem relevant to the ability to recognize objects. Alternatively, the data from shape perception studies contributes to discussions about the geometry of visual space. This geometry is generally acknowledged not to be Euclidian, but instead, elliptical, hyperbolic or affine, which is to say, something that admits the distortions found in so many shape perception studies. The purpose of this review article is to understand perceived shape and the geometry of visual space in the context of visually guided action. Thus, two prominent approaches that explain the relation between perception and action were compared. It is important to understand the fundamental information of how human perceive visual space and perform visually guided action for the convergence on embodied cognition, and further on artificial intelligence researches.