• Title/Summary/Keyword: visual language

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On Using Films to Develop Students' Reading Skills in the MALL Classes

  • Sung, Tae-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.135-141
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    • 2017
  • Exposed to a great many media and technology resources, EFL students seem to lack the motivations for learning on the basis of the conventional teaching methods. For this reason, in teaching English, finding teaching methods and materials appropriate to make the learning experiences for EFL students more engaging and interesting has become more challenging than ever. This is the main reason why English language teachers always keep searching for more motivating teaching sources. Although most of course books have CD's and DVD enclosed, these turn out to be less authentic and not very engaging for students. In order to bring diversity into the classroom, many teachers use films in EFL teaching. Films are usually seen as a media that attracts students' attention and tend to present language in a more natural (interactive) way as well. What is more important is that films offer a visual context aids which help students understand and improve their reading skills. This paper analyzes the effects of using films in the EFL classroom. Moreover, It shows that films as a teaching resource play a very effective role in developing students reading and communication skill. Last but not least, mobile phones are used as a main supplementary device in that either group is recommended to watch a movie anytime and anywhere.

APPLICATION OF VISUALLISP PROGRAMMING LANGUAGE TO 3D SLUICE MODELING

  • Nguyen Thi Lan Truc;Po-Han Chen
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.337-345
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    • 2007
  • Nowadays, it is convenient to use 3D modeling tools for general planning before construction. Normally, a 3D model is built with 3D CAD such as 3D Studio Max, Maya, etc. or simply with AutoCAD. All these software packages are effective in building 3D models but difficult to use, because many provided functions and tools require prior knowledge to build both 2D and 3D designs. Moreover, the traditional method of building 3D models is most time-consuming as experienced operators and manual input are required. Therefore, how to minimize the building time of 3D models and provide easy-to-use functions for users who are not familiar with 3D modeling becomes important. In this paper, the VisualLISP programming language is used to create a convenient tool for efficient generation of 3D components for the AutoCAD environment. This tool will be demonstrated with the generation of a 3D sluice, an artificial passage for water fitted with a valve or gate to stop or regulate water flow. With the tool, users only need to enter the parameters of a sluice in the edit box and the 3D model will be automatically generated in a few seconds. By changing parameters in the edit box and pressing the "OK" button, a new 3D sluice model will be generated in a short while.

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AUTOMATED HAZARD IDENTIFICATION FRAMEWORK FOR THE PROACTIVE CONSIDERATION OF CONSTRUCTION SAFETY

  • JunHyuk Kwon;Byungil Kim;SangHyun Lee;Hyoungkwan Kim
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.60-65
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    • 2013
  • Introducing the concept of construction safety in the design/engineering phase can improve the efficiency and effectiveness of safety management on construction sites. In this sense, further improvements for safety can be made in the design/engineering phase through the development of (1) an automated hazard identification process that is little dependent on user knowledge, (2) an automated construction schedule generation to accommodate varying hazard information over time, and (3) a visual representation of the results that is easy to understand. In this paper, we formulate an automated hazard identification framework for construction safety by extracting hazard information from related regulations to eliminate human interventions, and by utilizing a visualization technique in order to enhance users' understanding on hazard information. First, the hazard information is automatically extracted from textual safety and health regulations (i.e., Occupational Safety Health Administration (OSHA) Standards) by using natural language processing (NLP) techniques without users' interpretations. Next, scheduling and sequencing of the construction activities are automatically generated with regard to the 3D building model. Then, the extracted hazard information is integrated into the geometry data of construction elements in the industry foundation class (IFC) building model using a conformity-checking algorithm within the open source 3D computer graphics software. Preliminary results demonstrate that this approach is advantageous in that it can be used in the design/engineering phases of construction without the manual interpretation of safety experts, facilitating the designers' and engineers' proactive consideration for improving safety management.

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Study on the Design Process of Street Furniture Considering the Given Concept from a New Town Planning (신도시 설계의 개념을 고려한 가로 시설물 디자인 프로세스 방법에 관한 연구)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.23 no.2
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    • pp.144-151
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    • 2012
  • The main objective of this study is to explore methods to generate and develop its design concept of the discord generated due to this by deeply considering the existing design concept of a new town or site planning. In particular, in case when designers participate in a process of planning new town, this study aims to reveal methods generating design strategy and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space planning and by developing direction for deployment of specific designs. First, further concepts of the space planning, which decides overall flow of visual design concept of street furniture, is extracted through analyses of basic concepts of space design with doing Focused Group Interview among designers and planners. Then, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and visual language under the two approach methods of verbalization stage and visualization stage. Also its process were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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Exploring the role of visuals in EFL coursebooks: A Korean High School English textbook case (영어 교재에 사용된 시각 자료 비교 연구)

  • Nam, Dong-Sik;Park, Mae-Ran
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.99-118
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    • 2005
  • The purpose of this study is to examine visual elements in Korean high school English textbooks and compare the results with Hill's (2003) which attempted to analyze visuals in British EFL coursebooks. In this study, all 15 English textbooks of high school year 1 in Korea were selected and analyzed. On the basis of the analysis and comparison, the following results have been obtained. First, there were some similarities and differences between the two kinds of texts-Korean high school textbooks and British EFL coursebooks. One similarity was found in regard to the average of pictures and drawings. Second, it was found that in both cases, more pictures were used than the drawings. Third, with regard to the identity of the pictures and drawings used in both texts, there was a higher degree of the use of people than that of objects. Finally, it was found that the pictures and drawings were used more for decorative purpose rather than for the purpose of actual use in teaching and learning. The findings of the current study will shed light on visual impact in EFL coursebooks and explore ways to provide learners and teachers with meaningful learning and teaching experiences.

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Toward Generic, Immersive, and Collaborative Solutions to the Data Interoperability Problem which Target End-Users

  • Sanchez-Ruiz, Arturo;Umapathy, Karthikeyan;Hayes, Pat
    • Journal of Computing Science and Engineering
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    • v.3 no.2
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    • pp.127-141
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    • 2009
  • In this paper, we describe our vision of a "Just-in-time" initiative to solve the Data Interoperability Problem (a.k.a. INTEROP.) We provide an architectural overview of our initiative which draws upon existing technologies to develop an immersive and collaborative approach which aims at empowering data stakeholders (e.g., data producers and data consumers) with integrated tools to interact and collaborate with each other while directly manipulating visual representations of their data in an immersive environment (e.g., implemented via Second Life.) The semantics of these visual representations and the operations associated with the data are supported by ontologies defined using the Common Logic Framework (CL). Data operations gestured by the stakeholders, through their avatars, are translated to a variety of generated resources such as multi-language source code, visualizations, web pages, and web services. The generality of the approach is supported by a plug-in architecture which allows expert users to customize tasks such as data admission, data manipulation in the immersive world, and automatic generation of resources. This approach is designed with a mindset aimed at enabling stakeholders from diverse domains to exchange data and generate new knowledge.

A Study on the Expression Propensity of Typography in Korean Advertisement - Focused on Printing Advertisement after 2000year - (한국 광고의 타이포그래피 표현 경향 연구 - 2000년도 이후 인쇄광고를 중심으로 -)

  • Kim, Dong-Bin
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.219-228
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    • 2007
  • Printing advertisement is aggregate of commercial information communication text consisted of image sign and language sign. This means that verbal tabor through visual stimulation and character is mixed and passes information through picture. Typography is process that visualize verbal appeal in printing advertisement. Therefore study about typography is very important for a visual expression element in printing advertisement. Typography expression of Korean printing advertisement accomplished fast qualitative growth after 2000 flowing the 1990s. This study makes that typography expression propensity of Korean printing advertisement after 2000 of changed of expression structure, changed of expression rule, changed of expression method etc. Accordingly, extracted each three analysis bases. And this study presented expansive direction of typography expression of printing advertising in case studies.

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Development of symbol generator software (심볼 생성기용 소프트웨어 개발)

  • Park,Deok-Bae;Lee,Jae-Eok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.31 no.9
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    • pp.94-102
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    • 2003
  • This paper describes the development and implementation for the SYMBOLGEN(SYMBOL GENerator) software. The SYMBOL-GEN software is for improving graphic processing speed and decreasing data communication load in ASC by genera ting and downloading off-line symbol file for HUD and MFD , which are the main display equipments in military aircraft. The SYMBOL-GEN is developed on PC using C++ language and MS Visual Studio 6.0 development tool. It is also designed to be modified and extended easily by introducing object-oriented software development technique.

Design and Implementation of Parabolic Speed Pattern Generation Pulse Motor Control Chip (포물선 가감속 패턴을 가지는 정밀 펄스 모터 콘트롤러 칩의 설계 및 제작)

  • Won, Jong-Baek;Choi, Sung-Hyuk;Kim, Jong-Eun;Park, Jone-Sik
    • Proceedings of the KIEE Conference
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    • 2001.11c
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    • pp.284-287
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    • 2001
  • In this paper, we designed and implemented a precise pulse motor control chip that generates the parabolic speed pattern. This chip can control step motor[1], DC servo[2] and AC servo motors at high speed and precisely. It can reduce the mechanical vibration to the minimum at the change point of a degree of acceleration. Because the parabolic speed pattern has the continuous acceleration change. In this paper, we present the pulse generation algorithm and the parabolic pattern speed generation. We verify these algorithm using visual C++. We designed this chip with VHDL(Very High Speed Integrated Circuit Hardware Description Language) and executed a logic simulation and synthesis using Synopsys synthesis tool. We executed the pre-layout simulation and post-layout simulation with Verilog-XL simulation tool. This chip was produced with 100 pins, PQFP package by 0.35 um CMOS process and implemented by completely digital logic. We developed the hardware test board and test program using visual C++. We verify the performance of this chip by driving the servo motor and the function by GUI(Graphic User Interface) environment.

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Development of Web-based Visual Programming Instruction System using the Model of Cognitive Apprenticeship (인지적 도제 모델을 적용한 웹기반 비주얼 프로그래밍 학습시스템 개발)

  • Kim, Bo-Hyun;Park, Jung-Ho;Oh, Pill-Woo;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.55-64
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    • 2008
  • Even though studies on improvement of programming language teaching and learning have been made continuously and many education courseware for programming languages have been developed, computer programming learners' performance is relatively poor. Thus, in this paper, we designed and realized a web- based visual programming learning system by applying cognitive apprenticeship model to improve effect of computer programming education and then put this system into practice in class. As a result, we suggested that it can have positive influence upon learners' performance and their attitude.

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