• Title/Summary/Keyword: 사용자 인지 실험

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Interactive Shape Analysis of the Hippocampus in a Virtual Environment (가상 환경에서의 해마 모델에 대한 대화식 형상 분석☆)

  • Kim, Jeong-Sik;Choi, Soo-Mi
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.165-181
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    • 2009
  • This paper presents an effective representation scheme for the shape analysis of the hippocampal structure and a stereoscopic-haptic environment to enhance sense of realism. The parametric model and the 3D skeleton represent various types of hippocampal shapes and they are stored in the Octree data structure. So they can be used for the interactive shape analysis. And the 3D skeleton-based pose normalization allows us to align a position and an orientation of the 3D hippocampal models constructed from multimodal medical imaging data. We also have trained Support Vector Machine (SVM) for classifying between the normal controls and epileptic patients. Results suggest that the presented representation scheme provides various level of shape representation and the SVM can be a useful classifier in analyzing the shape differences between two groups. A stereoscopic-haptic virtual environment combining an auto-stereoscopic display with a force-feedback (or haptic) device takes an advantage of 3D applications for medicine because it improves space and depth perception.

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A case study on the shooting game using user's location and map information : "Save the village" (사용자의 위치 및 지형 정보를 이용한 슈팅 게임 사례 : "Save the village")

  • Yoon, Taebok
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.121-128
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    • 2017
  • The problem of missing child is a social problem. It became a social problem that all parents must consider. These social and public sector issues need urgent improvement. There are many studies on the problem of preventing missing child worldwide as an area of increasing interest. However, in the past, mainly the method of monitoring the position information of the child depending on the equipment was mainly tried. In addition to this method, a method of learning local information is required. In this paper, we propose the game "Save the village," a flight shooting game based on the player's location information and local information. It is expected that it will be possible to learn local information naturally through this game. It is also expected that children will be able to cope with the situation without embarrassing or confusing even in a strange area.

A Study on News Graphic Design in Social Media (온라인 인포그래픽 뉴스의 커뮤니케이션에 관한 연구)

  • Won, Jongyoun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.57-67
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    • 2019
  • The way people read news is changing, from print to screen. In this study, we aimed to understand the impact of the use of infographics in news on readers. According to a study conducted by Reuters Research Institute at the University of Oxford in 2017, the proportion of online consumers of news is steadily increasing, with over 51 per cent of Americans receiving news via social media. Additionally, newspaper subscription rates are rapidly declining. According to previous studies, the understanding of text information is higher in print media than on screen. Therefore, to compensate for the weaknesses in the understanding of online news, online news media are providing infographic news services to deliver good news. Therefore, this study attempted to understand the impact of using infographics in the news. To this end, three experiments were conducted. The findings from the study indicate that the use of infographics in news has a positive effect on users in terms of the variables measured, including cognitive effect and acceptance of news. As compared with print news, on-screen news was not as effective in terms of comprehension. However, we propose interactive infographics to enhance communication effect along with improved design.

The input method of the Hangul and Alphanumeric characters for the PDAs (휴대형 정보기기의 한글 및 영숫자 필기 입력 방안)

  • 홍성민;국일호;조원경
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.35T no.3
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    • pp.53-60
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    • 1998
  • In this paper, we proposed a set of ANSI-Korean character patterns for handwriting recognition that can be used as an input method of mobile computers like PDA (Personal Digital Assistant). In the case of bilinguals, two kinds of alphabets are written alternatively So the method of input character mode change must be provided, and this cause discomfort of writing. Our proposed written character patterns have some constraint but permit ANSI-Korean mixed writing without mode change keeping original form of alphabets and can be recognized with simple algorithm relatively. For ANSI character we analysis Graffiti and propose new writing pattern, which is more similar to original form. There are many researches about input method of unpacking Korean character and writing patterns. But they are not widely used because it's excessively contrary to original form of Korean characters. To show our proposed writing patterns usefulness, we studied the satisfaction and easiness of writing and the recognition rates. Writers are divided into two groups; PDA users, familiar to Graffiti, and others. The results satisfy usefulness in the both groups.

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A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Design and Implementation of a Content-based Color Image Retrieval System based on Color -Spatial Feature (색상-공간 특징을 사용한 내용기반 칼라 이미지 검색 시스템의 설계 및 구현)

  • An, Cheol-Ung;Kim, Seung-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.5
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    • pp.628-638
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    • 1999
  • In this paper, we presents a method of retrieving 24 bpp RGB images based on color-spatial features. For each image, it is subdivided into regions by using similarity of color after converting RGB color space to CIE L*u*v* color space that is perceptually uniform. Our segmentation algorithm constrains the size of region because a small region is discardable and a large region is difficult to extract spatial feature. For each region, averaging color and center of region are extracted to construct color-spatial features. During the image retrieval process, the color and spatial features of query are compared with those of the database images using our similarity measure to determine the set of candidate images to be retrieved. We implement a content-based color image retrieval system using the proposed method. The system is able to retrieve images by user graphic or example image query. Experimental results show that Recall/Precision is 0.80/0.84.

A Context Classification for Collecting Situational Information on Ubiquitous Computing Environments (유비쿼터스 컴퓨팅 환경에서 상황정보를 수집하기 위한 컨텍스트 분류)

  • Park, Yoosang;Cho, Yongseong;Choi, Jongsun;Choi, Jaeyoung
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.387-392
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    • 2016
  • Context-aware systems require sensor data collecting model and context representing model to provide user-demand services. Sensor data collecting model consists of sensor access information, sensor value, and definition of value types. Context representing model involves certain keywords to symbolize environmental information including the field from sensor data collecting model that is described in markup language such as XML. However, duplicated keywords could be assigned to different contextual information by service developers. As a result, the system may cause misunderstanding and misleading wrong situational information from unintended contextual information. In this paper, we propose a context classification model for collecting appropriate access information and defining the specification of context.

Development of Smart Wheelchair System and Navigation Technology For Stable Driving Performance In Indoor-Outdoor Environments (실내외 환경에서 안정적인 자율 주행을 위한 스마트 휠체어 시스템 및 주행 기술 개발)

  • Lee, Lae-Kyoung;Oh, Se-Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.7
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    • pp.153-161
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    • 2015
  • In the present study, as part of the technology development (Quality of Life Technology, QoLT) to improve the socio-economic status of people with disabilities as an extension of these studies, we propose the development of the smart wheelchair system and navigation technology for stable and safe driving in various environments. For the disabled and the elderly make driving easy and convenient with manual/autonomous driving condition, we firstly develop the user-oriented smart wheelchair system with optimized sensors for environment recognition, and then we propose a navigation framework of a hierarchical structure to ensure real-time response, as well as driving stability when traveling to various environmental changes, and to enable a more efficient operation. From the result of several independent experiments, we ensure efficiency and safety of smart wheelchair and its navigation system.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.

A Study on Named Entity Recognition for Effective Dialogue Information Prediction (효율적 대화 정보 예측을 위한 개체명 인식 연구)

  • Go, Myunghyun;Kim, Hakdong;Lim, Heonyeong;Lee, Yurim;Jee, Minkyu;Kim, Wonil
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.58-66
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    • 2019
  • Recognition of named entity such as proper nouns in conversation sentences is the most fundamental and important field of study for efficient conversational information prediction. The most important part of a task-oriented dialogue system is to recognize what attributes an object in a conversation has. The named entity recognition model carries out recognition of the named entity through the preprocessing, word embedding, and prediction steps for the dialogue sentence. This study aims at using user - defined dictionary in preprocessing stage and finding optimal parameters at word embedding stage for efficient dialogue information prediction. In order to test the designed object name recognition model, we selected the field of daily chemical products and constructed the named entity recognition model that can be applied in the task-oriented dialogue system in the related domain.