• Title/Summary/Keyword: 과학자 이미지

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Video-to-Video Generated by Collage Technique (콜라주 기법으로 해석한 비디오 생성)

  • Cho, Hyeongrae;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.1
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    • pp.39-60
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    • 2021
  • In the field of deep learning, there are many algorithms mainly after GAN in research related to generation, but in terms of generation, there are similarities and differences with art. If the generation in the engineering aspect is mainly to judge the presence or absence of a quantitative indicator or the correct answer and the incorrect answer, the creation in the artistic aspect creates a creation that interprets the world and human life by cross-validating and doubting the correct answer and incorrect answer from various perspectives. In this paper, the video generation ability of deep learning was interpreted from the perspective of collage and compared with the results made by the artist. The characteristic of the experiment is to compare and analyze how much GAN reproduces the result of the creator made with the collage technique and the difference between the creative part, and investigate the satisfaction level by making performance evaluation items for the reproducibility of GAN. In order to experiment on how much the creator's statement and purpose of expression were reproduced, a deep learning algorithm corresponding to the statement keyword was found and its similarity was compared. As a result of the experiment, GAN did not meet much expectations to express the collage technique. Nevertheless, the image association showed higher satisfaction than human ability, which is a positive discovery that GAN can show comparable ability to humans in terms of abstract creation.

The Automated Scoring of Kinematics Graph Answers through the Design and Application of a Convolutional Neural Network-Based Scoring Model (합성곱 신경망 기반 채점 모델 설계 및 적용을 통한 운동학 그래프 답안 자동 채점)

  • Jae-Sang Han;Hyun-Joo Kim
    • Journal of The Korean Association For Science Education
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    • v.43 no.3
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    • pp.237-251
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    • 2023
  • This study explores the possibility of automated scoring for scientific graph answers by designing an automated scoring model using convolutional neural networks and applying it to students' kinematics graph answers. The researchers prepared 2,200 answers, which were divided into 2,000 training data and 200 validation data. Additionally, 202 student answers were divided into 100 training data and 102 test data. First, in the process of designing an automated scoring model and validating its performance, the automated scoring model was optimized for graph image classification using the answer dataset prepared by the researchers. Next, the automated scoring model was trained using various types of training datasets, and it was used to score the student test dataset. The performance of the automated scoring model has been improved as the amount of training data increased in amount and diversity. Finally, compared to human scoring, the accuracy was 97.06%, the kappa coefficient was 0.957, and the weighted kappa coefficient was 0.968. On the other hand, in the case of answer types that were not included in the training data, the s coring was almos t identical among human s corers however, the automated scoring model performed inaccurately.

Effects of Display Size of Digital Media on the Reliability of the Information Contents (디지털미디어의 화면 크기로 인한 사용성의 차이가 기사 정보의 신뢰도에 미치는 영향)

  • Ki, Hyun-Young;Lee, Ju-Hwan
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.65-72
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    • 2012
  • People receive information through various media, such as newspapers, TV, radio, magazines, or internet, etc. In particular, through the development of the internet and smart-phone they can interact with media and receive information in real time via handheld devices. However the types of information and media could affect the reliability of news information. In this study, it was the main interest how the usability in the new media with the interactivity, such as a desktop, tablet, and smart-phone affects the user's evaluation on the contents displayed by the different new media. Therefore, the present study was conducted to investigate the effect of the usability from the different display size of media and the different contents of articles on the reliability of information empirically. The results showed that the contents of the articles interacting with different devices affect the reliability of information. These findings propose the considerations on the effects of characteristic usability of the new media in the stages of the development of the media contents.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Exploring Users' Desired Emotion in Product Light Focusing on the Refrigerator (제품 조명에 기대하는 소구 감성 탐색: 냉장고 사례를 중심으로)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.3-16
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    • 2018
  • Despite the substantial changes made in the product design field to adopt light as an essential design element, there has been little effort to define how customers respond emotionally to the light design of products. Therefore, it is necessary to analyze the emotional effect of light as a new design element. However, previous research focuses solely on deriving optimal lighting conditions to achieve particular emotional effects. Therefore, this paper investigates the customers' desired emotional effects of product's light design. We studied refrigerators that utilize light as the main design element of the product. We applied mixed methods by combining close-ended questions and open-ended question to efficiently derive the desired emotion. Participants were asked to choose the most favorable refrigerator image in each of the twelve image groups and indicate why they choose that image with the short-answer survey form. Approximately one thousand terms were collected, and those terms were classified into 29 groups using thesaurus relationships. The term groups were again classified into the four big emotion categories and labelled as "abstract quality," "light property," "space perception," and "visual comfort." Also, a model of the relationship between desired light style and light properties was proposed, since we observed the light properties related to three other categories. This study used mixed methods to identify the emotional value of a new design element. We suggest that the emotional categories derived and the proposed relationship model could be used to evaluate the product's light design.

A Study Using an Eye-tracker and Cafe Images to Ascertain the Association between the Perception of Spatial Depth and the Customer's Intention to Visit (깊이감과 머물고 싶은 공간의 관계: 시선추적기를 이용한 카페를 중심으로 한 연구)

  • Cho, Ji Young;Kwak, Eun-Ju
    • Science of Emotion and Sensibility
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    • v.22 no.4
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    • pp.3-14
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    • 2019
  • The café has become an important representative "third place" where people study and rest. Hence, it is worthwhile for researchers to understand the needs of individual users as well as the requirements of people who visit such venues in groups. The identification of strategies that can help achieve larger, wider, higher, or deeper interior spaces in small and compact locations can generate benefits for both users and designers. In this study, where 56 interior design students participated, we used an eye-tracker and images of cafes to explore the relationships between spatial depth and the intention to visit a cafe space. The researchers digitally developed fifteen different conditions of space and measured the eye movements of the participants using an eye-tracker when they examined images that appeared to convey the most depth. Participants were also asked to imagine the proposed space images as cafes and to select one of the 15 images as the location that they would be most likely to visit individually and one that they would frequent in the company of other people. The research results revealed that certain ways of using interior design elements altered the participants' perceptions of spatial depth without any change being effected to the actual volume or the size of the space. The participants tended to perceive a space with a small decorative artwork on a dark toned wall with unconnected furniture as deeper than a space with no or large artwork on a light toned wall with contiguous furniture. Spatial depth was a more important consideration for an individual visit than for a group visit. The results of this exploratory study will help scholarly understanding of the role played by spatial depth in customer intentions to visit a cafe.

The Role of Movies to Understand the Political Happening : Focused on Understanding of Modern Korean History (정치현상을 이해하는 영화의 역할 : 현대 한국 정치사의 이해를 중심으로)

  • Han, Ju-Hee
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1091-1099
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    • 2017
  • This study used movies to improve the students' immersion and interest in political classes. Movie is one of the most common and most powerful means of disseminating information that occur among humans. And it is the most easily accessible to the public. Especially, the recognition of visual images proceeds more easily and faster than the perception of thought. Understanding the political happening through movie can get double effect because of the high understanding and immersion. Above all, movies can penetrate into people's minds because they become a ideological. Therefore, it is publicized and also historical events are reproduced in movies. Likewise, politics is also based on the role of the thought or dominant beliefs, and public opinion is formed to justify various groups of human activities. It shows that today's political happening is not a new, but the historical phenomenon of the past are reproduced. Based on this, to discuss modern Korean political history through movies.

Development and Architecture of Video-to-Images to Enhance User Experience for Video Content Consumption (동영상 콘텐트 소비의 사용자 경험 향상을 위한 V2I(Video to Images) 기술 및 그 구조)

  • Jeon, Kyuyeong;Yang, Jinhong;Kim, Yongrok;Park, Hyojin;Jung, Sungkwan
    • KIISE Transactions on Computing Practices
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    • v.22 no.7
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    • pp.326-331
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    • 2016
  • The proportion of video content consumption is growing dramatically but some users avoid it. The reasons are initial time to load, lack of the time to watch video content, and particularly a traffic issues on mobile devices. The proposed Video-to-Images(V2I) technology offers a new user experience to end users through converting video into images without content providers' or users' effort. Using the V2I technology, consumption methods of video content with new type of content by users and the advantages of the new user experience will be introduced. Furthermore, the overall architecture of the V2I will be explained.

Web-based Geovisualization System of Oceanographic Information using Dynamic Particles and HTML5 (동적 파티클과 HTML5를 이용한 웹기반 해양정보 가시화시스템)

  • Kim, Jinah;Kim, Sukjin
    • KIISE Transactions on Computing Practices
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    • v.23 no.12
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    • pp.660-669
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    • 2017
  • In order to improve user accessibility and interactivity, system scalability, service speed, and a non-standard internet web environment, we developed a Web-based geovisualization system of oceanographic information using HTML5 and dynamic particles. In particular, oceanographic and meteorological data generated from a satellite remote sensing and radar measurement and a 3-dimensioanl numerical model, has the characteristics of a heterogeneous large-capacity multi-dimensional continuous spatial and temporal variability, based on geographic information. Considering those attributes, we applied dynamic particles represent the spatial and temporal variations of vector type oceanographic data. HTML5, WebGL, Canvas, D3, and Leaflet map libraries were also applied to handle various multimedia data, graphics, map services, and location-based service as well as to implement multidimensional spatial and statistical analyses such as a UV chart.

Designing Vision Experiment Using Active-Shutter Glasses System (보급형 액티브 셔터 방식 안경을 이용한 시각 실험 설계)

  • Kang, Hae-In;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.477-488
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    • 2012
  • The effort of implementing realistic 3-D depth on 2-D images has been continued persistently with a theoretical understanding of depth perception and its related technical development. The present article briefly reviews a number of popular stereoscopes for studying stereoscopic depth perception according to their implementation principles, and introduces a behavioral experiment as a technical example in which the active-shutter glasses were used. In the present study, participants were tested for their visual memory against perceived depth among a set of items. The depth of the memory and test items was manipulated to be 1) monocular, 2) binocular, or 3) both-monocular-and-binocular respectively. The memory performance was worst in the binocular-depth condition, and best however in the both-monocular-and-binocular condition. These results indicate that visual memory may benefit more from monocular depth than stereoscopic depth, and further suggest that the storage of depth information into visual memory would require both binocular and monocular information for its optimal memory performance.

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