• Title/Summary/Keyword: 단서표현

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The Visual Expression Means in Human-Computer Interaction Design (인간-컴퓨터 상호작용 디자인(HCI Design)에서의 시각적 표현수단에 관한 연구)

  • 김명석;유시천
    • Archives of design research
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    • v.9
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    • pp.101-114
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    • 1994
  • This study deals with the issue of actual HCI design embodiment through the investigation on how to interpret and use visual expression means in HCI design in a semantic way. The purpose of this study is to provide the method by which designers can make the user-centered guidelines in HCI design. As a part of the user\ulcornercentered design approaches, this study is based on the understanding of user group types which are divided by his/her extent of exposure to computer especially and is focussed on applying the level of each group's apprehension of visual expression means to the embodiment of HCI design. Major findings of this study are: First, it proposes the 'Visual Tokens Models' as a basic source for the understanding and the embodiment of visual expression means in HCI design; Second, it has examined the correlations between the characteristics of Visual Tokens and user group types that is, naive users, casual users, and expert users; Third, it proposes guidelines for the user-centered embodiment of HCI design in accordance with the correlations.

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Posture features and emotion predictive models for affective postures recognition (감정 자세 인식을 위한 자세특징과 감정예측 모델)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.83-94
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    • 2011
  • Main researching issue in affective computing is to give a machine the ability to recognize the emotion of a person and to react it properly. Efforts in that direction have mainly focused on facial and oral cues to get emotions. Postures have been recently considered as well. This paper aims to discriminate emotions posture by identifying and measuring the saliency of posture features that play a role in affective expression. To do so, affective postures from human subjects are first collected using a motion capture system, then emotional features in posture are described with spatial ones. Through standard statistical techniques, we verified that there is a statistically significant correlation between the emotion intended by the acting subjects, and the emotion perceived by the observers. Discriminant Analysis are used to build affective posture predictive models and to measure the saliency of the proposed set of posture features in discriminating between 6 basic emotional states. The evaluation of proposed features and models are performed using a correlation between actor-observer's postures set. Quantitative experimental results show that proposed set of features discriminates well between emotions, and also that built predictive models perform well.

A Study on the Consumers Trust Factors in Internet Shopping Mall (인터넷 쇼핑몰에 대한 소비자의 신뢰 요인 연구)

  • 박광식
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.11a
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    • pp.44-55
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    • 2002
  • This paper tried to analyse the factors influencing consumer trust and the relationships between cause variables and results in Internet Shopping Mall. In order to do so, this paper tried to analyse the trust factors in TV Home Shopping as well as Internet Shopping Mall in terms of cyber markets both. There found six factors: perceived factor before purchasing, perceived factor after purchasing, perceived and emotional factors in the course of purchasing, posit ive and negative emotional factors after purchasing. These factors are correlated with internet shopping variables and we can measure how Internet shopping variables can affect trust to the shopping mall. We can compare the trust factors of TV home shopping with those of Internet shopping Mall. and then we can activate Internet Shopping Mall. More implications of this study and further researches should be discussed in the future research.

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Discovering Sequence Association Rules for Protein Structure Prediction (단백질 구조 예측을 위한 서열 연관 규칙 탐사)

  • Kim, Jeong-Ja;Lee, Do-Heon;Baek, Yun-Ju
    • The KIPS Transactions:PartD
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    • v.8D no.5
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    • pp.553-560
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    • 2001
  • Bioinformatics is a discipline to support biological experiment projects by storing, managing data arising from genome research. In can also lead the experimental design for genome function prediction and regulation. Among various approaches of the genome research, the proteomics have been drawing increasing attention since it deals with the final product of genomes, i.e., proteins, directly. This paper proposes a data mining technique to predict the structural characteristics of a given protein group, one of dominant factors of the functions of them. After explains associations among amino acid subsequences in the primary structures of proteins, which can provide important clues for determining secondary or tertiary structures of them, it defines a sequence association rule to represent the inter-subsequences. It also provides support and confidence measures, newly designed to evaluate the usefulness of sequence association rules, After is proposes a method to discover useful sequence association rules from a given protein group, it evaluates the performance of the proposed method with protein sequence data from the SWISS-PROT protein database.

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3D lattice information space for TV contents based on spatial metaphor : TV interface perspective (공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서)

  • Lee, Jae-Gil;Shin, Donghee
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.651-661
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    • 2014
  • The complexity to search a specific content over TV platform is drastically increasing. Based on previous studies from computer data management system, we propose a new method that helps users to search and select content effectively. In general, contents over computers are represented by spatial metaphor, which replicates our physical environment and value systems about space. We suggest 3D lattice structure to construct information space for TV platform. Users can infer relevance between contents via special clue in information space, so as to select content more easily. Also, they can search contents through its temporal property that also represented in space. We make full use of our natural capability that can reduce additional overload to learning new interface. The results of this study can be significant and heuristic contributions, as they can be applied to diverse service areas utilizing video contents.

A development of interactive manual system guideline for mobile service. (인터액티브 사용자 매뉴얼 가이드라인 개발에 관한 연구 - 모바일 서비스를 중심으로 -)

  • 이종호
    • Archives of design research
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    • v.15 no.3
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    • pp.29-38
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    • 2002
  • Recently, types of mobile services are ever-growing with technological advances, such as CDMA 2000, 256 Color LCD, 16 channel sound chip set and easy internet access. However, manual system that is supposed to support users for finding features and functions doesn't help users most of the cases since users are moving. Therefore, mobile sonics needs new concept for manual system that can support users while they are in use In this research report, new concept for interactive manual system is suggested. Then a guideline for interactive manual system is developed as a result from three empirical studies. First, ten information visualization methods used for describing functions are positioned on user's perception map. Secondly, user behavior pattern of getting required information from written manual was analyzed. Finally, visual cue system was selected as one of options for developing interactive manual system and a guideline was developed based on these research results.

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Improved depth map generation method using Vanishing Point area (소실점 영역을 이용한 개선된 Depth-map 생성 기법)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyoung-Ok;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.357-359
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    • 2010
  • In monocular images that are used to determine the depth of the vanishing point, the buildings, roads and buildings, such as outdoor video or hallway with room inside for the interior structure, such as the vanishing point in the video is a very strong depth cue. Depth map using the vanishing point in the three-dimensional space, the two-dimensional imaging is used to restore the structure. But if there is a vanishing point vanishing point in the video also depends on the location of the relative depth of different ways to express that need. In this paper we present images of a vanishing point with respect to the improved depth-map was created. Proposed an area where the loss of seven points and areas defined as areas along the proposed direction of different depth.

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A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

The Discourse associated with mental illness on TV documentaries : The Completion of Distinction (TV 다큐멘터리가 생성한 정신장애 담론 : 구별짓기의 완성)

  • Chang, Hae Kyung;Woo, Ah Young
    • Korean Journal of Social Welfare Studies
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    • v.42 no.1
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    • pp.179-217
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    • 2011
  • This paper discusses the type of discourse associated with mental illness and individuals with mental illness in the context of TV documentary. Discourse is an linguistic product which prescribes and interprets the reality and reconstructs the reality systematically. Therefore, TV documentary contents illuminate the dominant discourse associate with mental illness through the diverse types of representation. We picked four TV documentaries from each public channels and analyzed these documentaries using Fairclough's Critical Discourse Analysis. Faircough suggests the analysis frame consisting of three level. The analysis reveals that TV documentaries produce the discourse "the Completion of Distinction" associated with mental illness and individuals with mental illness. TV documentaries suggest the reason why we distinct them from us in textual level. In discourse practice level, they suggest the method and the principal agent of distinction. For social practice, TV documentaries reinforce the dual attitude of viewer. Alternative discourse associated with mental illness and individuals with mental illness will be constructed when individuals with mental illness recovers the status of principal agents and produces strong voices about themselves.

A Study on the (맹사성 <강호사시가>의 짜임새)

  • Yang Hee-Chan
    • Sijohaknonchong
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    • v.21
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    • pp.143-164
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    • 2004
  • The purpose of this study is to clarify that 'Kanghosasiga' is the Ynsijo which has general unification of the content and having general unification is based. on the using one definite frame. although 'Kanghosasiga' used different subject matters that have characteristics of four season in forming one theme. The definite frame is divided into two frames, inner frame and outer frame. Outer frame is common in four works, and it represents the place in which the speaker lives(강호), speaker (이몸), relationship between speaker and the king(군은), the condition of 'kangho' and speaker. And in this paper, the generative condition of phrases is so analyzed that the compression and the simplicity of expression are explained, and the purpose of generative phrases is so analyzed that satisfaction at life is represented. It is considered if it is possible to extended to '태평성대(the happy era)' in the social view. Inner frame is the detail structure of content of the work. Each of the first, second, third of the verses of four works have common structure. After analyzing each content, the characteristic of 'Kanghosasiga' was explained. The first of verses of 'Kanghosasiga' represent gusto of the four season. The second is constructed with 'the clause that functions as instruction' because 'speaker' that is the words that functions as index, and represents in detail gusto of the first. The third is connotative expression connected with the second. The third implies purpose that the writer try to gain private living with formal viewpoint. The structure of the inner frame of 'Kanghosasiga' shows a process; 'introducing season' $\to$ 'gusto about season' $\to$ 'enjoying with season' $\to$ 'peace in mind'. The first of verses of 'Kanghosasiga' is the clue of the second. The second is the reaction of the first. The third has character as estimation of the forepart. The structure of the outer frame can be shown if the structure of the inner frame has '감군은‘(being grateful to king's grace). ultimate purpose of the writer is to praise king's administration.

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