• Title/Summary/Keyword: 미디어 특성 인지

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Analyzing evaluation factors of multimedia interface design - A study on the evaluation of multimedia interface design (2) (멀티미디어 인터페이스 디자인의 평가 요소 분석 - 멀티미디어 인터페이스 디자인의 평가에 관한 연구 (2))

  • 이지수;임창영;권은숙
    • Archives of design research
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    • v.11 no.1
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    • pp.153-160
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    • 1998
  • User, contents exchanged between user and computer system, and media are axes among the vanous factors related to multimedia interface. The points of contact resulted by three mam factors bring many design problems. User factor is most important among and its cognitive constraints become mam design principle for multi-modality features of multimedia. Because media could be understood differently depending on the level of information delivery, it is necessary that various characteristics and representation mode of media are clarified. This thesis develops design evaluation process that tells multimedia interface as a entity integrated with contents, media, and representation elements and assesses its sub elements whether they are correspond with design principal.

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Analysis on Characteristics of South Korean Senior Consumers' Needs: With Maslow's 7-Levels of Needs Hierarchy (한국 시니어 소비자의 욕구 특성 분석: 매슬로우의 욕구위계 이론을 중심으로)

  • Ahn, Gayoung;Han, Eun-Kyoung
    • 한국노년학
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    • v.40 no.3
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    • pp.389-411
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    • 2020
  • The purpose of this study was to identify the needs and characteristics of Korean senior consumers. To this end, the factors of Maslow's seven-levels of needs hierarchy were re-established and applied to suit the actual situation in Korea. For analysis, an online survey was conducted on 440 adults (50-75 years old), who are considered active seniors living in Korea, on the factors of 7-levels of needs and demographic characteristics. The study found that the 7-levels needs of Korean senior consumers were derived in a different order from Maslow's. Other diverse theoretical and practical implications were also presented.

HVS Based Digital Watermarking Using the POCS Theory (POCS 이론을 이용한 인간시각시스템 기반 디지털 워터마킹)

  • Kim, Hee-Jung;Seo, Yong-Su;Kim, Ji-Hong
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.516-524
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    • 2005
  • In this paper, a new watermarking scheme based on the POCS theory and human visual system is proposed. Using the POCS theory, watermarks are embedded into imperceptible image regions such as edge and strong texture area in the spatial domain. Also it is inserted into middle frequency band in the transform domain to achieve the robustness against compression and filtering, etc. In addition, different gain factors are employed into blocks classified by considering texture masking effect. By doing so, the proposed method has a novel property of having both the imperceptibility and the robustness simultaneously. Simulation results show that the proposed method has an excellent performance better than conventional approaches.

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Artificial Intelligence Algorithms, Model-Based Social Data Collection and Content Exploration (소셜데이터 분석 및 인공지능 알고리즘 기반 범죄 수사 기법 연구)

  • An, Dong-Uk;Leem, Choon Seong
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.23-34
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    • 2019
  • Recently, the crime that utilizes the digital platform is continuously increasing. About 140,000 cases occurred in 2015 and about 150,000 cases occurred in 2016. Therefore, it is considered that there is a limit handling those online crimes by old-fashioned investigation techniques. Investigators' manual online search and cognitive investigation methods those are broadly used today are not enough to proactively cope with rapid changing civil crimes. In addition, the characteristics of the content that is posted to unspecified users of social media makes investigations more difficult. This study suggests the site-based collection and the Open API among the content web collection methods considering the characteristics of the online media where the infringement crimes occur. Since illegal content is published and deleted quickly, and new words and alterations are generated quickly and variously, it is difficult to recognize them quickly by dictionary-based morphological analysis registered manually. In order to solve this problem, we propose a tokenizing method in the existing dictionary-based morphological analysis through WPM (Word Piece Model), which is a data preprocessing method for quick recognizing and responding to illegal contents posting online infringement crimes. In the analysis of data, the optimal precision is verified through the Vote-based ensemble method by utilizing a classification learning model based on supervised learning for the investigation of illegal contents. This study utilizes a sorting algorithm model centering on illegal multilevel business cases to proactively recognize crimes invading the public economy, and presents an empirical study to effectively deal with social data collection and content investigation.

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A Study on Interface Design based on Understanding User Interface (인터페이스의 이해에 기초한 인터페이스 디자인에 관한 연구)

  • Hong, Jong-Iin
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.228-233
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    • 2004
  • Radically changing multimedia and thereby paradigm shift on communication require designers to change their traditional role. Therefore, the study aims to find what interface design has to intend by understanding the notion of interface and the user's characteristics on recognition.

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Video Coding Method Using Visual Perception Model based on Motion Analysis (움직임 분석 기반의 시각인지 모델을 이용한 비디오 코딩 방법)

  • Oh, Hyung-Suk;Kim, Won-Ha
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.223-236
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    • 2012
  • We develop a video processing method that allows the more advanced human perception oriented video coding. The proposed method necessarily reflects all influences by the rate-distortion based optimization and the human visual perception that is affected by the visual saliency, the limited space-time resolution and the regional moving history. For reflecting the human perceptual effects, we devise an online moving pattern classifier using the Hedge algorithm. Then, we embed the existing visual saliency into the proposed moving patterns so as to establish a human visual perception model. In order to realize the proposed human visual perception model, we extend the conventional foveation filtering method. Compared to the conventional foveation filter only smoothing less stimulus video signals, the developed foveation filter can locally smooth and enhance signals according to the human visual perception without causing any artifacts. Due to signal enhancement, the developed foveation filter more efficiently transfers the bandwidth saved at smoothed signals to the enhanced signals. Performance evaluation verifies that the proposed video processing method satisfies the overall video quality, while improving the perceptual quality by 12%~44%.

A Study of Sensibility Communication through Ambient Art in Ambient Intelligence (생활환경 지능화에서 앰비언트 아트를 통한 감성커뮤니케이션 연구)

  • Lee, Ji-Youn;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.40-47
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    • 2007
  • 본 연구는 생활환경 지능화(Ambient Intelligence 이하 AmI)의 기술적 변화와 Ambient Display와 Ambient Media 등을 바탕으로 Ambient Art의 개념과 특성을 도출하고, 이를 통한 감성 커뮤니케이션 연구의 가능성을 살펴 보았다. 앞으로의 사회는 AmI의 환경으로 변화해 갈 것이다. AmI란 인간 중심의 지능형 컴퓨터, 네트워크, 인터페이스 기술을 기반으로 우리의 주변환경이 지능을 갖게 된 상황을 말한다. 유비쿼터스 컴퓨팅, 무선 네트워크와 같은 AmI의 기술들은 새로운 미디어를 만들고 이러한 미디어는 우리의 인식과 커뮤니케이션 방식을 변화시키고 있다. 기술의 발달은 빠른 반면, 그 기술을 사용하는 사람의 적응속도는 느리기 때문에 사람이 어떻게 새로운 기술에 적응할 것인가는 핵심적 문제다. 감성 커뮤니케이션 연구는 이런 문제들을 해결하는데 큰 도움을 줄 뿐만 아니라, 사람들의 감성 욕구까지 채워줄 수 있다. 그러나 감성은 순간적이며 복합적이고 무의식적으로 발생하고 수시로 변하기 때문에 연구하기가 쉽지 않다[1]. 본 연구에서 정의한 Ambient Art는 일상의 환경에서 자연스럽게 접할 수 있으며 사용자의 직접적인 인지가 없이도 감상할 수 있는 예술로, 기술이 환경에 스며들게 되는 것처럼 예술이 환경에 스며들어 궁극적으로 언제 어디서나 감상이 가능한 전시공간의 유비쿼터스화를 지향한다. 이러한 Ambient Art는 감성커뮤니케이션 연구의 새로운 대안책으로 생각해 볼 수 있다. 본 연구에서는 Ambient Art의 5가지 특성을 상황인지, 분위기, 개인화, 상호작용, 자가성장으로 나누어 살펴 보았다. 또한 Ambient Art의 개념과 특성을 반영한 작품 City Forest를 제안하였다. 이 작품은 사람들의 활동에 의해 달라지는 시각적 감성 전달을 통해 이성보다 앞서 있는 감성을 자극하여 개인과 환경, 환경과 환경끼리의 상호 작용을 촉진시켜 Ambient Art를 통한 감성 커뮤니케이션을 보여주었다는데 의의가 있다.

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The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

Cognitive Cost and Benefit from Voluntary Task Switching in Multitasking (멀티태스킹에서 자발적 과제전환에 의한 인지적 이득과 손실)

  • Lee, Sangmin;Lee, Ju-Hwan;Han, Kwang-Hee
    • Korean Journal of Cognitive Science
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    • v.24 no.1
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    • pp.71-93
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    • 2013
  • Multitasking has become part of our life. Self-interruption and switching to another task become easier and more frequent. According to previous studies, however, most of the task-switching incurs a cognitive cost. This study investigated the benefit from task switching. In Study 1, participants performed two tasks were similar, and negative correlation between the number of task switching and performance were confirmed, this result is similar to previous studies. Study 2 has shown that, made a comparison of two conditions, between possible and impossible conditions in terms of task switching. Depending on switching preference, the result of task performance has differentiated and the emotion that participants had before the task has changed. Depending on participants' switching preference, there were different amount of switching cost. Moreover, for participants who preferred task switching highly than others, task switching occurred more benefit than cost.

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Current State of the Art and Prospect of User Centric- Realistic Audio Technologies (사용자 맞춤형 실감 음향 기술의 현황과 전망)

  • Kim, Jeong-Hun;Gwon, Gi-Su;Gang, Tae-Gyun;Kim, Nam-Su
    • Broadcasting and Media Magazine
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    • v.19 no.1
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    • pp.10-21
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    • 2014
  • 3D 산업의 발달과 함께 음원을 통해 현장에서 느낄 수 있는 입체감을 재현하는 실감 음향 기술에 대한 관심 또한 증가하고 있다. 정확한 실감 음향을 구현하기 위해서 헤드폰과 스피커 시스템을 이용한 연구가 활발하게 진행되고 있다. 특히 스피커를 이용하는 실감 음향 연구는 초다채널 스피커를 이용하여 물리적 음장 재현을 목표로 하는 방법과 소채널 스피커를 이용하여 사용자의 특성을 적용한 인지적 음장 재현을 목표로 하는 방법으로 나뉜다. 헤드폰과 스피커를 이용한 기존 연구들이 사용하는 기술들에 대해서 알아보고, 기존 기술의 장점과 단점에 대해서 분석해본다. 이를 통해 사용자 맞춤형 실감 음향 기술의 구현을 위한 연구 방향과 새롭게 적용할 수 있는 기술들에 제시하고자 한다.