• Title/Summary/Keyword: 사용자 참여형

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Collecting Affective Images using Affective Word List (감성어휘를 이용한 감성이미지 수집)

  • Lyu, Ki-Gon;Lim, Heui-Seock;Nam, Ki-Chun;Kim, Hyeon-Cheol
    • Annual Conference on Human and Language Technology
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    • 2010.10a
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    • pp.114-117
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    • 2010
  • 특정 대상 또는 외부 자극에 대해 반사적이고 직관적으로 발생하는 느낌으로 정의되는 감성은 자신의 경험을 바탕으로 개개인이 서로 다른 반응을 보이는 특징을 가진다. 이러한 감성은 맞춤형, 적응형 및 개인화된 서비스를 요구하는 현대사회에서 반드시 필요하고 연구되어야 하는 대상이다. 하지만, 감성은 외부 자극에 따라 빠르게 변하고 객관성을 유지하기 어려울 뿐 아니라 복합적으로 나타나기 때문에 측정하거나 표현하기가 매우 어렵다. 시각정보는 감성을 이해하고 전달하는 데 큰 비중을 차지하며, 대상에 대한 종합적인 정보를 전달하여 빠르게 인지하고 이해하는데 많은 도움을 준다. 그 중 색채정보는 대상의 객관적인 특정, 심리적 속성 및 사회적 배경을 반영할 수 있어 복합적인 감성을 효과적으로 표현하고 전달한다. 많은 연구를 통해 감성과 색채정보 간의 관계를 생성하고 정의하였지만, 단일 시각정보로 감성을 표현하는 것은 한계가 있다. 본 논문에서는 종합적인 시각정보를 고려한 감성연구를 제안하기 위해 대용량의 감성어휘와 이미지를 수집하였다. 감성어휘는 The Center for the Study of Emotion and Attention(CSEA)에서 생성한 균형 감성어휘 중 273개를 사용하였고 감성이미지는 객관성과 공통성을 유지하기 위해 사용자의 참여가 활발하고 이미지에 부착된 태그가 비교적 정확한 Flickr를 사용하여 수집하였다. 감성어휘 당 약 500개의 이미지를 수집하고자 시도하였고, 총 130,944개의 감성이미지 후보를 수집하였다. 한 번 수집된 이미지는 중복을 피하였고, JPEG형식으로 저장되어 있다. 또한, 각 이미지에는 사용자 태그가 평균적으로 약 25개가 포함되어 있고, 총 2,l47,645개의 태그를 수집하였다.

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Optimal Camera Placement Leaning of Multiple Cameras for 3D Environment Reconstruction (3차원 환경 복원을 위한 다수 카메라 최적 배치 학습 기법)

  • Kim, Ju-hwan;Jo, Dongsik
    • Smart Media Journal
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    • v.11 no.9
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    • pp.75-80
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    • 2022
  • Recently, research and development on immersive virtual reality(VR) technology to provide a realistic experience is being widely conducted. To provide realistic experience in immersive virtual reality for VR participants, virtual environments should consist of high-realistic environments using 3D reconstruction. In this paper, to acquire 3D information in real space using multiple cameras in the reconstruction process, we propose a novel method of optimal camera placement for accurate reconstruction to minimize distortion of 3D information. Through our approach in this paper, real 3D information can obtain with minimized errors during environment reconstruction, and it is possible to provide a more immersive experience with the created virtual environment.

The Living Lab Model of Smart City Based on Citizen Participation (시민참여 기반의 스마트시티 리빙랩 모델 설정)

  • Choi, Min-Ju;Lee, Sang-Ho;Jo, Sung-Su;Jung, Yae-Jin;Jo, Sung-Woon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.284-294
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    • 2020
  • As a solution to local and social problems, the active use of smart city living labs is becoming increasingly important. The answer to solving local and social problems lies in the citizen and the field. The purpose of this study is to establish a smart city living lab model based on citizen participation. In this study, smart city living lab model(4P-SCLLM) based on citizen participation was established through domestic and overseas living lab methodology and case analysis. In order to evaluate the systemicity and specificity of the 4P-SCLLM, a smart city living lab model, we recently compared it with the living lab process in Busan where smart city living lab is applied. As a result of analyzing, the analysis shows similar trends in each stage, and Busan's private sector showed a similar process to 4P-SCLLM On the other hand, public and private sector cooperation and support systems were found to be less than the 4P-SCLLM model And In technology and methodology, the 4P-SCLLM model is analyzed to have a living lab process that incorporates new technologies. In order to maintain the 4P-SCLLM continuously, first, participants and stakeholders need to participate actively and communicate while collaborating on the whole process from start to finish. Second, public awareness needs to be improved. Third, continuous citizenship verification of services is needed. Fourth, citizens' constant participation is needed. Through these implications, this study proposed 4P-SCLLM as a smart city living lab model suitable for the domestic situation.

A Method on the Implementation of Intelligent Security Service Application based on Spatial Information (공간정보기반 지능형 방범서비스 어플리케이션 개발)

  • Choi, Woo Chul;Na, Joon Yeop
    • Spatial Information Research
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    • v.23 no.6
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    • pp.89-98
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    • 2015
  • In this study, The criteria for assessing the security-related functions and services using spatial information is deduced, and orders of priority a priority for the applicable alternatives of functions/services of intelligent security service application based on spatial information are suggested by calculating relative importance. Also this study suggested connection plan about service implementation of national security services by government ministry & local government. And, the intelligent security app service model which has possible substantiation and commercialization is proposed. This study performed the AHP as the final assessment criterions by 3 item in 1st class and 12 item in 2nd class. And, tried to implementation methods of the intelligent security service application(ex. control of emergency and the crime opportunity, real-time location tracking of protector, the device for missing child & dementia patient, user participation & provision of information).

Performance Analysis of Incremental relaying Method using Multiple Relays in the Cognitive Radio (인지통신에서 다수의 중계기를 이용한 증분형 중계 기법의 성능 분석)

  • Choi, Moon-Geun;Kong, Hyung-Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.61-66
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    • 2011
  • Cooperative Communication using relays which include network separated into fixed cooperative relaying and incremental cooperative relaying defending on method receiving signal from a source. If some nodes included network is Primary user ad source and destination, another is Secondary user as relay, The nodes included network excepting source can help PU transmit signal. In the case of all of SU playing a role as relay, destination can get diversity gain, but useless time slot is consumed for transmitting signal. So in this paper, we analysis cooperative relaying which a node succeeding to sense primary signal send signal to destination. We use matlab simulation tool and consider AF, DF, fixed relaying, incremental relaying

A Study on Performance Evaluation Factors of Permissioned Blockchain Consensus Algorithm (허가형 블록체인 합의알고리즘의 성능평가항목 연구)

  • Min, Youn A
    • Convergence Security Journal
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    • v.20 no.1
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    • pp.3-8
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    • 2020
  • Blockchain can enhance data transparency and security through decentralized data management that is out of the centralized system. permissioned blockchain of the blockchain platform, only trust-based authorized nodes can participate in the distributed network. Considering the characteristics of the permissioned blockchain, it is necessary to consider the network communication speed, transaction finality agreement, and stability as a condition for selecting the consensus algorithm. The consensus algorithms of the permissioned blockchain environment are diverse such as PoA, PBFT, Raft, etc., but there are no various evaluation factors for selecting consensus algorithms. In this paper, various performance evaluation factors are proposed to analyze the characteristics of each consensus algorithm of the permissioned blockchain and to select an efficient consensus algorithm considering the characteristics of the user environment that composes the network. The proposed performance evaluation factor can consider the network speed, stability, and consensus of the finality agreement between nodes under the premise of trust. Through this, a more efficient blockchain network environment can be constructed.

Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.403-411
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    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

JCBP : A Case-Based Planning System (JCBP : 사례 기반 계획 시스템)

  • Kim, In-Cheol;Kim, Man-Soo
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.1-18
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    • 2008
  • By using previous similar case plans, the case-based planning (CBP) systems can generate efficiently plans for new problems. However, most existing CBP systems show limited functionalities for case retrieval and case generalization. Moreover, they do not allow their users to participate in the process of plan generation. To support efficient memory use and case retrieval, the proposed case-based planning system, JCBP, groups the set of cases sharing the same goal in each domain into individual case bases and maintains indexes to these individual case bases. The system applies the heuristic knowledge automatically extracted from the problem model to the case adaptation phase. It provides a sort of case generalization through goal regression. Also JCBP can operate in an interactive mode to support a mixed-initiative planning. Since it considers and utilizes user's preference and knowledge for solving the given planning problems, it can generate solution plans satisfying more user's needs and reduce the complexity of plan generation.

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Architectural Design using Visual and Tactile Guide in the Virtual Table (가상테이블상에서 비쥬얼 및 택타일 가이드를 이용한 건축 디자인)

  • 이선민;최수미;권두영;김명희
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.189-198
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    • 2004
  • As display devices evolve, computer-based work environments are also becoming better suited to actual application tasks. This paper discusses the development of an architectural design system using the virtual table, which is a table-type projection system. It consists of the interactive VR modeler, the hybrid tracker and the architectural interpreter. The interactive VR modeler offers visual and tactile guide such as grid interaction, a tangible transparent prop and reference objects, so that a user can design architectural 3D models more easily and intuitively on the virtual table. The hybrid tracker includes two types of tracking methods for viewpoint according to the user's view and hand interaction: namely, vision-based tracking and magnetic tracking. The architectural interpreter automatically transforms simple 3D masses into a basic construction form that has architectural knowledge. The proposed system has advantage in the sense that it is suitable for collaboration among several users, allowing them to view graphical objects in stereoscopic view with direct 3D manipulation. Thus, it can be effectively used for architectural simulation and user-participated design.

Device Authentication Protocol for LR-WPAN using Pre-Authentication Mechanism (LR-WPAN에서 사전인증기법을 이용한 기기 인증 프로토콜)

  • Lee, Sung-Hyung;Kim, Jae-Hyun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.4
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    • pp.63-72
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    • 2010
  • This paper proposes a new authentication protocol for the LR-WPAN. In order to guarantee the reliability and safety of a protocol, this protocol uses the hierarchical authentication approach. In addition, in order to reduce the impact of the denial of service attack, the proposed protocol performs the authentication between a parent router and a joiner device prior to the authentication between a trust center and the joiner device. Moreover, this protocol reduces the authentication delay by decreasing the number of message exchanges during authentication procedure. This paper evaluates the safety of the proposed protocol by the security analysis and reliability of the proposed protocol by the GNY analysis. This paper also compares the number of message exchanges of the ZigBee authentication protocol and the proposed protocol when denial of service attack occurs to evaluate the resistance of the proposed protocol against the denial of service attack. We also analyze the delay for authentication of the joiner device through the implementation of both protocols. Those results show that the proposed protocol effectively protects networks from the denial of service attack and reduces the time for authenticating the joiner device up to maximum 30% as the number of hops increases.