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상호작용놀이활동이 교육가능급 정신지체 아동의 언어능력에 미치는 효과
정찬연(Jeong Chan-yeun),강수균(Kang Soo-Kyoon),박재국(Park Jae-Kook) 한국재활과학회 2005 難聽과 言語障碍 Vol.28 No.1
The purpose of this study was to examine the effect of play-based interaction on language abilities in the children with educable mental retardation. The subjects were 3 children who were between 1∼3 grade in the primary school for handicapped children and the level of SQ is from 4year 8month to 5year 8month old and the ability of receptive-expressive language is approximately between 2year 9month and 3year 11month. In the beginning of study, Pretest was held April 15∼17, 2003 and experimental test with program which is play-based interactive program was taken 12 times from April 22 ∼ July 8, 2003. In the end is researched from July 14∼16, 2003 after completing all tests. The same method is used through research for exact comparison(PLS) The results from this study are as follows; (1) The play-based interactive program improved the ability of understanding language skill by 7 month in 2 children and by 11 month in another. (2) The play-based interactive program improved the ability of expressing language skill by 9months in one child, 8 and 4 in the other children.
정찬세(Jeong Chan Se),김학선(Kim Hack Sun),송인성(Song In Sung),양순용(Yang Soon Yong) 한국생산제조학회 2010 한국공작기계학회 추계학술대회논문집 Vol.2010 No.-
This paper presents the development of a cleaner for curbstone cleaning purpose. The cleaner sprays high pressure water jet and cleans the curbstone repeatedly along the section. The structure of the cleaner is divided into two sections: water supply vehicle section and the section for curbstone cleaner. The cleaner has two DC motors and can move forward, backward, left and right side. The cleaning device is composed of nozzles to spray high pressure water jet onto curbstone. In this study, the 3D modeling of the cleaner is made using CAD software and the prototype is also made for the selection of optimum nozzle shape and size.
정찬순 ( Chan Soon Jeong ),함준석 ( Jun Seok Ham ),고일주 ( Il Ju Ko ) 한국감성과학회 2011 감성과학 Vol.14 No.2
본 논문에서는 신경망 SOM학습을 이용하여 피험자의 각성수준을 높은각성과 낮은각성으로 자동인식하는 것을 제안한다. 각성수준의 자동인식 단계는 세 단계로 구성된다. 첫 번째는 ECG 측정 및 분석단계로 슈팅게임을 플레이하는 피험자를 ECG로 측정하고, SOM 학습을 하기 위해 특징을 추출한다. 두 번째는 SOM 학습 단계로 특징이 추출된 입력벡터들을 학습한다. 마지막으로 각성인식 단계는 SOM 학습이 완료된 후에 새로운 입력벡터가 들어왔을 때, 피험자의 각성수준을 인식한다. 실험결과는 각성수준의 SOM 학습결과와 새로운 입력벡터가 들어왔을 때 각성수준의 인식결과, 그리고 각성수준을 수치와 그래프로 보여준다. 마지막으로 SOM의 평가는 기존연구의 감성평가 결과와 SOM의 자동인식 결과를 순차적으로 비교하여 평균 86%로 분석되었다. 본 연구를 통해서 SOM을 이용하여 피험자마다 다른 각성수준을 자동인식 할 수 있었다. The purpose of the study was to suggest automatic recognition of the subject`s level of arousal into high arousal and low arousal with neural network SOM learning. The automatic recognition in the level of arousal is composed of three stages. First, it is a stage of ECG measurement and analysis. It measures the subject playing a shooting game with ECG and extracts characteristics for SOM learning. Second, it is a stage of SOM learning. It learns input vectors extracting characteristics. Finally, it is a stage of arousal recognition which recognize the subject`s level of arousal when new vectors are input after SOM learning is completed. The study expresses recognition results in the level of arousal and the level of arousal in numerical value and graph when SOM learning results in the level of arousal and new vectors are input. Finally, SOM evaluation was analyzed average 86% by comparing emotion evaluation results of the existing research with automatic recognition results of SOM in order. The study could experience automatic recognition with other levels of arousal by each subject with SOM.