• Title/Summary/Keyword: 게이지

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A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.475-489
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    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

Vertical Temperature Difference of Steel Box Girder Bridge Considering Asphalt Thickness of Concrete Deck (콘크리트 바닥판의 아스팔트 두께에 따른 강박스거더교의 상하 온도차)

  • Lee, Seong-Haeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.602-608
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    • 2019
  • The purpose of this study was to calculate the temperature difference of the sectional elevation according to the asphalt thickness of the steel box girder bridge deck and provide data on the design basis accordingly. Asphalt thicknesses produced four steel box girder model specimens of 0mm, 50mm, 100m and 150mm. In each model, 17 to 23 temperature sensors were attached to upper concrete and steel box girders. Six temperature gauges were selected to compare the temperature difference with Euro codes. The maximum and lowest temperature were calculated at the reference atmospheric temperature of each model, and the temperature difference (slope) was calculated based on this calculation. Four models of temperature difference are presented at each model. The 0mm to 100mm temperature difference models showed a -0.9 to -1.5 degree lower temperature difference compared to the temperature difference of Euro codes at the top of the slab. Overall, the measured temperature difference was found to be between 5.45% and 8.33% compared to the Euro code. The standard error coefficient, which was calculated by multiplying the average temperature with the standard error, was calculated from a range of 2.50 to 2.51 times the average at the top and bottom. It is estimated that the proposed temperature difference model can be used as a basic data when calculating temperature difference criteria for bridges in Korea.

Problems and Improvement of Game Rating System - Focused on IARC member Countries (게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.321-327
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    • 2019
  • This study aims to investigate the transition of the game rating system in Korea and to search for problems and improvement measures in the era of IARC game grade review. IARC(International Age Rating Coalition) is an International Classification Alliance, with 37 member organizations from 6 countries. In addition, IARC grants participating store-fronts autonomy to review game ratings. The method of deliberating games in Korea is proceeding with direct review by rating system and deliberation by IARC's own classification system. The problem of the rating system of the game is that the civilian becomes the subject, it relies on the questionnaire, and its side effects are caused by its own classification system. IARC guidelines can be developed to improve the game rating system, education on penalties and ratings for game developers, and management of participating front-stores. In conclusion, it may be dangerous to delegate rating authority to open market, and it is necessary to construct a discussion forum for ratings, including government and industry, game developers, users, and parents of under-age gamers. It is necessary to create a rating system for the game environment in Korea.

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Transfer Learning using Multiple ConvNet Layers Activation Features with Principal Component Analysis for Image Classification (전이학습 기반 다중 컨볼류션 신경망 레이어의 활성화 특징과 주성분 분석을 이용한 이미지 분류 방법)

  • Byambajav, Batkhuu;Alikhanov, Jumabek;Fang, Yang;Ko, Seunghyun;Jo, Geun Sik
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.205-225
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    • 2018
  • Convolutional Neural Network (ConvNet) is one class of the powerful Deep Neural Network that can analyze and learn hierarchies of visual features. Originally, first neural network (Neocognitron) was introduced in the 80s. At that time, the neural network was not broadly used in both industry and academic field by cause of large-scale dataset shortage and low computational power. However, after a few decades later in 2012, Krizhevsky made a breakthrough on ILSVRC-12 visual recognition competition using Convolutional Neural Network. That breakthrough revived people interest in the neural network. The success of Convolutional Neural Network is achieved with two main factors. First of them is the emergence of advanced hardware (GPUs) for sufficient parallel computation. Second is the availability of large-scale datasets such as ImageNet (ILSVRC) dataset for training. Unfortunately, many new domains are bottlenecked by these factors. For most domains, it is difficult and requires lots of effort to gather large-scale dataset to train a ConvNet. Moreover, even if we have a large-scale dataset, training ConvNet from scratch is required expensive resource and time-consuming. These two obstacles can be solved by using transfer learning. Transfer learning is a method for transferring the knowledge from a source domain to new domain. There are two major Transfer learning cases. First one is ConvNet as fixed feature extractor, and the second one is Fine-tune the ConvNet on a new dataset. In the first case, using pre-trained ConvNet (such as on ImageNet) to compute feed-forward activations of the image into the ConvNet and extract activation features from specific layers. In the second case, replacing and retraining the ConvNet classifier on the new dataset, then fine-tune the weights of the pre-trained network with the backpropagation. In this paper, we focus on using multiple ConvNet layers as a fixed feature extractor only. However, applying features with high dimensional complexity that is directly extracted from multiple ConvNet layers is still a challenging problem. We observe that features extracted from multiple ConvNet layers address the different characteristics of the image which means better representation could be obtained by finding the optimal combination of multiple ConvNet layers. Based on that observation, we propose to employ multiple ConvNet layer representations for transfer learning instead of a single ConvNet layer representation. Overall, our primary pipeline has three steps. Firstly, images from target task are given as input to ConvNet, then that image will be feed-forwarded into pre-trained AlexNet, and the activation features from three fully connected convolutional layers are extracted. Secondly, activation features of three ConvNet layers are concatenated to obtain multiple ConvNet layers representation because it will gain more information about an image. When three fully connected layer features concatenated, the occurring image representation would have 9192 (4096+4096+1000) dimension features. However, features extracted from multiple ConvNet layers are redundant and noisy since they are extracted from the same ConvNet. Thus, a third step, we will use Principal Component Analysis (PCA) to select salient features before the training phase. When salient features are obtained, the classifier can classify image more accurately, and the performance of transfer learning can be improved. To evaluate proposed method, experiments are conducted in three standard datasets (Caltech-256, VOC07, and SUN397) to compare multiple ConvNet layer representations against single ConvNet layer representation by using PCA for feature selection and dimension reduction. Our experiments demonstrated the importance of feature selection for multiple ConvNet layer representation. Moreover, our proposed approach achieved 75.6% accuracy compared to 73.9% accuracy achieved by FC7 layer on the Caltech-256 dataset, 73.1% accuracy compared to 69.2% accuracy achieved by FC8 layer on the VOC07 dataset, 52.2% accuracy compared to 48.7% accuracy achieved by FC7 layer on the SUN397 dataset. We also showed that our proposed approach achieved superior performance, 2.8%, 2.1% and 3.1% accuracy improvement on Caltech-256, VOC07, and SUN397 dataset respectively compare to existing work.