• Title/Summary/Keyword: real life context

Search Result 128, Processing Time 0.027 seconds

Fast Context Switching Architecture in Embedded Systems (빠른 문맥전환을 위한 임베디드 시스템 구조)

  • Son, Jeongho
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.5 no.1
    • /
    • pp.18-22
    • /
    • 2010
  • In real-time embedded systems, the responsibility is the most important thing because it is related to human life. Context switching is a part of which can slow down the responsibility. We therefore should minimize the amount of state that needs to be saved during context switching. In this paper, we introduce a new architecture (Register Farm) for context switching which can exchange two contexts in one cycle time. Although it might increase the cost of MCU design and the complexity of circuit, it cannot miss any interrupt during context switching. Consequently, Register Farm architecture can make embedded systems spread out in human life because it can increase reliability and responsibility in real time embedded systems.

Developing the mathematics model textbook based on storytelling with real-life context - Focusing on the coordinate geometry contents - (실생활 연계형 스토리텔링 수학 교과서 개발 -도형의 방정식 단원을 중심으로-)

  • Kim, Yujung;Kim, Ji Sun;Park, Sang Eui;Park, Kyoo-Hong;Lee, Jaesung
    • Communications of Mathematical Education
    • /
    • v.27 no.3
    • /
    • pp.179-203
    • /
    • 2013
  • The purpose of this study was to discuss the example that developed geometry model textbook based on storytelling using real-life context. To achieve this purpose, we first elaborated the meaning of the textbook based on storytelling with real-life context, and then we discussed the outline of the story and the summary of each lesson. This study defined the storytelling textbook with real-life context as the textbook consisting of activities that explored and organized mathematical concepts by using real-life situations as materials of stories. The geometry textbook we developed employed two real-life materials, a map and a set square: we used a map for the coordinate geometry and a set square for the equation of a line. To attract students' interest, we introduced confrontation between a teacher and two students and a villain. We implemented experimentation with the textbook based on storytelling in order to verify its validity. The participants were 25 students that were enrolled in a high school in Seoul. Among them, 17 participants were surveyed. Students' answers from the survey questionnaire suggested that the geometry textbook we developed based on storytelling helped them learn mathematics and that the instruments such as a map and a set square helped them understand mathematical concepts. However, their opinion implied that the story of the textbook needed to be improved so that the story reflected more realistic contexts that were familiar with students.

A Study on Development of Problem Contexts for an Application to Mathematical Modeling (수학적 모델링 적용을 위한 문제상황 개발 및 적용)

  • Kim, Min-Kyeong;Hong, Jee-Yun;Kim, Hye-Won
    • The Mathematical Education
    • /
    • v.49 no.3
    • /
    • pp.313-328
    • /
    • 2010
  • Mathematical modeling has been observed in the way of a possibility to contribute in improving students' problem solving abilities. One of the important views of real life problem context could be described such as a useful ways to interpret the real life leading to children's abstraction process. The problem contexts for the grade 6 with mathematical modeling perspectives were developed by reviewing the current 7th National Mathematics Curriculum of Korea. Those include the 5 content areas such as number & operation, geometry, measurement, probability & statistics, and pattern & problem solving. One of problem contexts, "Space", specially designed for pattern & problem solving area, was applied to the grade 6 students and analyzed in detail to understand student's mathematical modeling progress.

A Study of the Elementary School Teachers' Perception about Problem Situations in Real-Life Context of Subtraction of Natural Numbers (자연수 뺄셈의 실생활 맥락 문제 상황에 대한 초등교사의 인식)

  • Do, Joowon
    • Education of Primary School Mathematics
    • /
    • v.25 no.2
    • /
    • pp.197-211
    • /
    • 2022
  • In this study, we tried to find a way to improve the pedagogical decision-making practices related to the presentation order of 'large number' and 'small number' in problem situations of subtraction of the natural number. For this purpose, the elementary school teachers' perception about problem situations in real-life context of subtraction of natural numbers was investigated, and the collected data were analyzed qualitatively and quantitatively to identify teachers' pedagogical perceptions. As a result of this study, it was confirmed the need for consideration on how to set up a problem situations in real-life context of subtraction so that students can develop their ability to solve various types of problems. To this end, not only in a problem situation of subtraction where you have to think of 'large number' first and 'small number' later, but also about the introduction of problem situations in real-life context of subtraction in which you think about 'small number' first and 'large number' later, which often appears in real-life. You will need to recognize the need. And you should have a pedagogical view on this. The results of this study will be able to contribute to the preparation of pedagogical method that can expand the understanding of various problem situations where subtraction is applied from the lower grades of elementary school.

A Study on the Ontology-Based Context Aware System for MBAN (MBAN(Medical Body Area Network)에서의 온톨로지 기반 상황인지 시스템 개발에 관한 연구)

  • Wang, Jong Soo;Lee, Dong Ho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.7 no.1
    • /
    • pp.19-29
    • /
    • 2011
  • The u-Healthcare system, a new paradigm, provides healthcare and medical service anytime, anywhere in daily life using wired and wireless networks. It only doesn't reach u-Hospital at home, to manage efficient personal health in fitness space, it is essential to feedback process through measuring and analyzing a personal vital signs. MBAN(Medical Body Area Network) is a core of this technology. MBAN, a new paradigm of the u-Healthcare system, can provide healthcare and medical service anytime, anywhere on real time in daily life using u-sensor networks. In this paper, an ontology-based context-awareness in MBAN proposed system development methodology. Accordingly, ontology-based context awareness system on MBAN to Elderly/severe patients/aged/, with measured respiratory rate/temperature/pulse and vital signs having small variables through u-sensor network in real-time, discovered abnormal signs and emergency situations which may happen to people at sleep or activity, alarmed and connected with members of a family or medical emergency alarm(Emergency Call) and 119 system to avoid sudden accidents for early detection. Therefore, We have proposed that accuracy of biological signal sensing and the confidence of ontology should be inspected.

Analysis on Opportunity-to-learn context-based tasks provided by 'Probability and Statistics' textbooks ('확률과 통계' 교과서에 제시된 맥락 기반 과제의 학습기회 분석)

  • Choi, Heesun
    • Journal of the Korean School Mathematics Society
    • /
    • v.22 no.3
    • /
    • pp.241-256
    • /
    • 2019
  • In this paper, we analyzed the types of tasks presented in the 'Probability and Statistics' textbooks and how the cognitive competences required to perform the tasks provide students with opportunity-to-learn. To this end, the analysis of the 9 books of the 'Probability and Statistics' test textbooks according to the 2015 revised mathematics curriculum showed that the context-based tasks(CF type, RE type) ranged from 67.5% to 78.0% of the total number of tasks in each textbook, but the ratio of relevant and essential tasks related to real life is from 0.4% to 2.0%, it was found that most of the context-based tasks presented in the textbooks were disguised as real life materials. The cognitive competences of context-based tasks ranged from 29.6% to 50.0% in reproduction category, from 33.8% to 54.3% in connection category, and from 8.8% to 20.0% in reflection category. As a result, there was not enough opportunity-to-learn for students to experience reflective cognitive processes.

Context-Based Design and Its Application Effects in Science Classes (맥락을 중요시하는 과학 수업 전략의 개발 및 적용)

  • Jung, Suk-Jin;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
    • /
    • v.43 no.1
    • /
    • pp.48-63
    • /
    • 2024
  • This study aims to develop a class procedure for the application of classrooms that value context and to conduct science classes using this procedure to examine the effects. Among various contexts related to scientific knowledge, the study develops a teaching procedure for designing classes that focus on the contexts of discovery and real life. After verifying the content validity of the context-based design and the program to which it was applied, a class was conducted, and the responses of the children were checked. The final draft of the lesson design completed after revision and supplementation is as follows: context-based design was presented in four stages, namely, presenting, exploring the context, adapting the context, and organizing (share and synthesizing; PEAS). The goal is to enable people to experience the overall flow of scientific knowledge instead of focusing on the acquisition of fragmentary knowledge by covering a wide range of topics from the social and historical contexts in which scientific knowledge was created to its use in real life. To aid in understanding the newly proposed class procedure and verifying its effectiveness, we developed a program by selecting the "My Fun Exploration," 2. Biology and Environment unit of the second semester of the fifth grade. The result indicated that the elementary science program that applied the context-centered design effectively improved the self-directed learning ability of students. In addition, the effect was especially notable in terms of intrinsic motivation. As the students experienced the contexts of discovery and real life related to scientific knowledge, they developed the desire to actively participate in science learning. As this becomes an essential condition for deriving active learning effects, a virtuous cycle in which meaningful learning can occur has been created. Based on the implications, developing programs that apply context-based design to various areas and contents will be possible.

An Analysis of the Word Problem in Elementary Mathematics Textbook from a Practical Contextual Perspective (초등 수학 교과서의 문장제에 대한 실제적 맥락 관점에서의 분석)

  • Kang, Yunji
    • Education of Primary School Mathematics
    • /
    • v.25 no.4
    • /
    • pp.297-312
    • /
    • 2022
  • Word problems can lead learners to more meaningfully learn mathematics by providing learners with various problem-solving experiences and guiding them to apply mathematical knowledge to the context. This study attempted to provide implications for the textbook writing and teaching and learning process by examining the word problem of elementary mathematics textbooks from the perspective of practical context. The word problem of elementary mathematics textbooks was examined, and elementary mathematics textbooks in the United States and Finland were referenced to find specific alternatives. As a result, when setting an unnatural context or subject to the word problem in elementary mathematics textbooks, artificial numbers were inserted or verbal expressions and illustrations were presented unclearly. In this case, it may be difficult for learners to recognize the context of the word problem as separate from real life or to solve the problem by understanding the content required by the word problem. In the future, it is necessary to organize various types of word problems in practical contexts, such as setting up situations in consideration of learners in textbooks, actively using illustrations and diagrams, and organizing verbal expressions and illustrations more clearly.

Analysis of Inquiry Activities Related to Metabolism Presented in Life Science Textbooks Developed According to the National Common Basic Curriculum (국민공통기본교육과정 과학과 생명영역 물질대사 관련 탐구활동 분석)

  • Shim, Kew-Cheol;An, Joong-Eim;Kim, Hyun-Sup
    • Journal of The Korean Association For Science Education
    • /
    • v.24 no.2
    • /
    • pp.202-212
    • /
    • 2004
  • The purpose of this study was to examine the connection among inquiry activities related to 'Metabolism' presented in life science textbooks developed according to the national common basic curriculum. To perform this, the type, process and context of inquiry activities of life science textbooks were analyzed. The number of inquiry activities is gradually increased from elementary to secondary school. As result of analysis, types, processes and skills, and context of inquiry were not balanced according to textbooks and school levels. It is suggested that the framework of evaluating inquiry activities based on curriculum objectives be provided when developing science textbooks. It also implies that teachers need to reconstruct inquiry contents and activities suitable to school situations when they teach in the real fields of education.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
    • /
    • v.21 no.4
    • /
    • pp.45-57
    • /
    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.