• Title/Summary/Keyword: 감성 모델

검색결과 491건 처리시간 0.024초

A Study on the Color Grouping System to Fashion (섬유컬러 그루핑 체계에 관한 연구)

  • 이재정;정재우
    • Archives of design research
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    • 제17권3호
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    • pp.27-38
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    • 2004
  • It is important for designers to be supported with their decision-making on colours which is often based on personal distinction rather than logical dialogue that may lead to confusion within communicating with others. To help these problems and to gain productivity, we would like to propose a way to define colour grouping method. In other words, the purpose of this study is to help to improve the communication and productivity within the design and designers. The grouping was based and inspired by from the studies of Kobayashi, Hideaki Chijiawa, Allis Westgate and Martha Gill. The study of grouping is based on the "tones" of each group, as they seem to reflect a designer s sentimentalism of chosen colours the best. Each of these groups will be named Bright , Pastel ,Deep and Neutral The general concept of each groups are: - Bright: high quality of pixels of primary colour - Pastel: primary colour with white - - Deep: Primary colour with gray or black - Neutral: colours that does not include any of above Each of the colour group has been allocated into Si-Hwa Jung's colour charts and colour prism to visualize the relationships between the colour groups. These four groups and the colours included in them will be broken down to smaller groups in order to make colour palette. This would break the barrier and result in using colours in groups as well as crossover coordination. This study would result in new ways of using colurs for designers designers

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Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • 제19권10호
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    • pp.607-619
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    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

Implementing an Adaptive Neuro-Fuzzy Model for Emotion Prediction Based on Heart Rate Variability(HRV) (심박변이도를 이용한 적응적 뉴로 퍼지 감정예측 모형에 관한 연구)

  • Park, Sung Soo;Lee, Kun Chang
    • Journal of Digital Convergence
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    • 제17권1호
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    • pp.239-247
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    • 2019
  • An accurate prediction of emotion is a very important issue for the sake of patient-centered medical device development and emotion-related psychology fields. Although there have been many studies on emotion prediction, no studies have applied the heart rate variability and neuro-fuzzy approach to emotion prediction. We propose ANFEP(Adaptive Neuro Fuzzy System for Emotion Prediction) HRV. The ANFEP bases its core functions on an ANFIS(Adaptive Neuro-Fuzzy Inference System) which integrates neural networks with fuzzy systems as a vehicle for training predictive models. To prove the proposed model, 50 participants were invited to join the experiment and Heart rate variability was obtained and used to input the ANFEP model. The ANFEP model with STDRR and RMSSD as inputs and two membership functions per input variable showed the best results. The result out of applying the ANFEP to the HRV metrics proved to be significantly robust when compared with benchmarking methods like linear regression, support vector regression, neural network, and random forest. The results show that reliable prediction of emotion is possible with less input and it is necessary to develop a more accurate and reliable emotion recognition system.

Analysis of YouTube's role as a new platform between media and consumers

  • Hur, Tai-Sung;Im, Jung-ju;Song, Da-hye
    • Journal of the Korea Society of Computer and Information
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    • 제27권2호
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    • pp.53-60
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    • 2022
  • YouTube realistically shows fake news and biased content based on facts that have not been verified due to low entry barriers and ambiguity in video regulation standards. Therefore, this study aims to analyze the influence of the media and YouTube on individual behavior and their relationship. Data from YouTube and Twitter are randomly imported with selenium, beautiful soup, and Twitter APIs to classify the 31 most frequently mentioned keywords. Based on 31 keywords classified, data were collected from YouTube, Twitter, and Naver News, and positive, negative, and neutral emotions were classified and quantified with NLTK's Natural Language Toolkit (NLTK) Vader model and used as analysis data. As a result of analyzing the correlation of data, it was confirmed that the higher the negative value of news, the more positive content on YouTube, and the positive index of YouTube content is proportional to the positive and negative values on Twitter. As a result of this study, YouTube is not consistent with the emotion index shown in the news due to its secondary processing and affected characteristics. In other words, processed YouTube content intuitively affects Twitter's positive and negative figures, which are channels of communication. The results of this study analyzed that YouTube plays a role in assisting individual discrimination in the current situation where accurate judgment of information has become difficult due to the emergence of yellow media that stimulates people's interests and instincts.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • 제41호
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

User Experience Analysis and Management Based on Text Mining: A Smart Speaker Case (텍스트 마이닝 기반 사용자 경험 분석 및 관리: 스마트 스피커 사례)

  • Dine Yeon;Gayeon Park;Hee-Woong Kim
    • Information Systems Review
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    • 제22권2호
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    • pp.77-99
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    • 2020
  • Smart speaker is a device that provides an interactive voice-based service that can search and use various information and contents such as music, calendar, weather, and merchandise using artificial intelligence. Since AI technology provides more sophisticated and optimized services to users by accumulating data, early smart speaker manufacturers tried to build a platform through aggressive marketing. However, the frequency of using smart speakers is less than once a month, accounting for more than one third of the total, and user satisfaction is only 49%. Accordingly, the necessity of strengthening the user experience of smart speakers has emerged in order to acquire a large number of users and to enable continuous use. Therefore, this study analyzes the user experience of the smart speaker and proposes a method for enhancing the user experience of the smart speaker. Based on the analysis results in two stages, we propose ways to enhance the user experience of smart speakers by model. The existing research on the user experience of the smart speaker was mainly conducted by survey and interview-based research, whereas this study collected the actual review data written by the user. Also, this study interpreted the analysis result based on the smart speaker user experience dimension. There is an academic significance in interpreting the text mining results by developing the smart speaker user experience dimension. Based on the results of this study, we can suggest strategies for enhancing the user experience to smart speaker manufacturers.

Research on Mobile Wheelchair Lift Design (이동식 휠체어 리프트 디자인 연구)

  • 이명기
    • Archives of design research
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    • 제15권4호
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    • pp.275-284
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    • 2002
  • To improve the social and economic position of the disabled people and secure their human rights, an integrated society should be buill. To build such a society, an adequate access should be provided to the movement or in using buildings or facilities. The inconveniences from social life on the part of the disabled people might not result from their impairment or disability, but from physical and social barriers in the environment surrounding them. Therefore, it is necessary to reconstruct entire systems of the society as a disabled people-friendly structure in order to remove those barriers, make them stand their own feet in our communities and freely participate in the social activities. This will eventually lead to build a society in which all people including the disabled people can use those facilities in a more convenient way. It is almost impossible for the disabled people to safely and conveniently access to and use facilities and equipments and freely move to their desired places, without any help from others in Korea. Even though, there are currently many disabled people-related convenience facilities, they have been independently built without a connection with other facilities and buildings, thus not greatly useful. Even when convenience facilities have been built, mostly they are superficially set up; therefore, in many cases, the disabled peOple cannot use those facilities. In this. research, I tried a new concept of mobile wheelchair lift design, which the disabled people can operate without restrictions, when using the public facilities. The key to this research was to develop the existing import-oriented simple functional products to a new system with functional safety and high quality orientation. Also, this research aimed at bringing an. import substitution effect, as well as preempting the mobile wheelchair lift market by advancing into overseas markets through application of new image designs in the field of disabled people aid equipments.

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Utility-Based Video Adaptation in MPEG-21 for Universal Multimedia Access (UMA를 위한 유틸리티 기반 MPEG-21 비디오 적응)

  • 김재곤;김형명;강경옥;김진웅
    • Journal of Broadcast Engineering
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    • 제8권4호
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    • pp.325-338
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    • 2003
  • Video adaptation in response to dynamic resource conditions and user preferences is required as a key technology to enable universal multimedia access (UMA) through heterogeneous networks by a multitude of devices In a seamless way. Although many adaptation techniques exist, selections of appropriate adaptations among multiple choices that would satisfy given constraints are often ad hoc. To provide a systematic solution, we present a general conceptual framework to model video entity, adaptation, resource, utility, and relations among them. It allows for formulation of various adaptation problems as resource-constrained utility maximization. We apply the framework to a practical case of dynamic bit rate adaptation of MPEG-4 video streams by employing combination of frame dropping and DCT coefficient dropping. Furthermore, we present a descriptor, which has been accepted as a part of MPEG-21 Digital Item Adaptation (DIA), for supporting terminal and network quality of service (QoS) in an interoperable manner. Experiments are presented to demonstrate the feasibility of the presented framework using the descriptor.

Query-based Answer Extraction using Korean Dependency Parsing (의존 구문 분석을 이용한 질의 기반 정답 추출)

  • Lee, Dokyoung;Kim, Mintae;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • 제25권3호
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    • pp.161-177
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    • 2019
  • In this paper, we study the performance improvement of the answer extraction in Question-Answering system by using sentence dependency parsing result. The Question-Answering (QA) system consists of query analysis, which is a method of analyzing the user's query, and answer extraction, which is a method to extract appropriate answers in the document. And various studies have been conducted on two methods. In order to improve the performance of answer extraction, it is necessary to accurately reflect the grammatical information of sentences. In Korean, because word order structure is free and omission of sentence components is frequent, dependency parsing is a good way to analyze Korean syntax. Therefore, in this study, we improved the performance of the answer extraction by adding the features generated by dependency parsing analysis to the inputs of the answer extraction model (Bidirectional LSTM-CRF). The process of generating the dependency graph embedding consists of the steps of generating the dependency graph from the dependency parsing result and learning the embedding of the graph. In this study, we compared the performance of the answer extraction model when inputting basic word features generated without the dependency parsing and the performance of the model when inputting the addition of the Eojeol tag feature and dependency graph embedding feature. Since dependency parsing is performed on a basic unit of an Eojeol, which is a component of sentences separated by a space, the tag information of the Eojeol can be obtained as a result of the dependency parsing. The Eojeol tag feature means the tag information of the Eojeol. The process of generating the dependency graph embedding consists of the steps of generating the dependency graph from the dependency parsing result and learning the embedding of the graph. From the dependency parsing result, a graph is generated from the Eojeol to the node, the dependency between the Eojeol to the edge, and the Eojeol tag to the node label. In this process, an undirected graph is generated or a directed graph is generated according to whether or not the dependency relation direction is considered. To obtain the embedding of the graph, we used Graph2Vec, which is a method of finding the embedding of the graph by the subgraphs constituting a graph. We can specify the maximum path length between nodes in the process of finding subgraphs of a graph. If the maximum path length between nodes is 1, graph embedding is generated only by direct dependency between Eojeol, and graph embedding is generated including indirect dependencies as the maximum path length between nodes becomes larger. In the experiment, the maximum path length between nodes is adjusted differently from 1 to 3 depending on whether direction of dependency is considered or not, and the performance of answer extraction is measured. Experimental results show that both Eojeol tag feature and dependency graph embedding feature improve the performance of answer extraction. In particular, considering the direction of the dependency relation and extracting the dependency graph generated with the maximum path length of 1 in the subgraph extraction process in Graph2Vec as the input of the model, the highest answer extraction performance was shown. As a result of these experiments, we concluded that it is better to take into account the direction of dependence and to consider only the direct connection rather than the indirect dependence between the words. The significance of this study is as follows. First, we improved the performance of answer extraction by adding features using dependency parsing results, taking into account the characteristics of Korean, which is free of word order structure and omission of sentence components. Second, we generated feature of dependency parsing result by learning - based graph embedding method without defining the pattern of dependency between Eojeol. Future research directions are as follows. In this study, the features generated as a result of the dependency parsing are applied only to the answer extraction model in order to grasp the meaning. However, in the future, if the performance is confirmed by applying the features to various natural language processing models such as sentiment analysis or name entity recognition, the validity of the features can be verified more accurately.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • 제17권2호
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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