• Title/Summary/Keyword: 사용자 피드백

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Design and Implementation of a Similarity based Plant Disease Image Retrieval using Combined Descriptors and Inverse Proportion of Image Volumes (Descriptor 조합 및 동일 병명 이미지 수량 역비율 가중치를 적용한 유사도 기반 작물 질병 검색 기술 설계 및 구현)

  • Lim, Hye Jin;Jeong, Da Woon;Yoo, Seong Joon;Gu, Yeong Hyeon;Park, Jong Han
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.30-43
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    • 2018
  • Many studies have been carried out to retrieve images using colors, shapes, and textures which are characteristic of images. In addition, there is also progress in research related to the disease images of the crop. In this paper, to be a help to identify the disease occurred in crops grown in the agricultural field, we propose a similarity-based crop disease search system using the diseases image of horticulture crops. The proposed system improves the similarity retrieval performance compared to existing ones through the combination descriptor without using a single descriptor and applied the weight based calculation method to provide users with highly readable similarity search results. In this paper, a total of 13 Descriptors were used in combination. We used to retrieval of disease of six crops using a combination Descriptor, and a combination Descriptor with the highest average accuracy for each crop was selected as a combination Descriptor for the crop. The retrieved result were expressed as a percentage using the calculation method based on the ratio of disease names, and calculation method based on the weight. The calculation method based on the ratio of disease name has a problem in that number of images used in the query image and similarity search was output in a first order. To solve this problem, we used a calculation method based on weight. We applied the test image of each disease name to each of the two calculation methods to measure the classification performance of the retrieval results. We compared averages of retrieval performance for two calculation method for each crop. In cases of red pepper and apple, the performance of the calculation method based on the ratio of disease names was about 11.89% on average higher than that of the calculation method based on weight, respectively. In cases of chrysanthemum, strawberry, pear, and grape, the performance of the calculation method based on the weight was about 20.34% on average higher than that of the calculation method based on the ratio of disease names, respectively. In addition, the system proposed in this paper, UI/UX was configured conveniently via the feedback of actual users. Each system screen has a title and a description of the screen at the top, and was configured to display a user to conveniently view the information on the disease. The information of the disease searched based on the calculation method proposed above displays images and disease names of similar diseases. The system's environment is implemented for use with a web browser based on a pc environment and a web browser based on a mobile device environment.

A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot (홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구)

  • Lee, Woo-Hun;Kim, Yeon-Ji;Kim, Hyun-Jin;Yang, Gyun-Hye;Park, Yong-Kuk;Bang, Seok-Won
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.155-164
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    • 2005
  • Home-service robots need to have sufficient spatial information about the surroundings for interacting with human intelligently and performing services efficiently. It is very important to investigate the efficient interaction style that supports map building task through human-robot collaboration. We first analyzed map building task with a cleaning robot and drew 4 design factors and tentative solutions, including map building procedure (task-preferred procedure/space- preferred procedure), LCD display installation (robot/robot+remote control), navigation method (push type/pull type), feedback modality(GUI/GUI+TTS). The design factors and tentative solutions were defined as independent variables and levels. This research investigated how those variables affect to the human task performance and behavior in map building tast. 8 kinds of experiment prototypes were built and usability test among 16 house wives was conducted for acquiring empirical data. As the experiment result, in terms of map building procedure, space-preferred procedure indicated better task performance than task-proffered procedure as we expected. For the LCD display installation factor, remote control with LCD display indicated higher task performance and subjective satisfaction. In robot navigation method, it was very difficult to find a significant difference between push type and pull type which contrary to our expectation. In fact, push type indicated higher subjective satisfaction. Also in feedback modality, we have acquired negative feedback an additional TTS operation guidance. It seems that robot's autonomy before achieving spatial information is rudiment condition which means users are just interacting with a mobile appliance. Thus they prefer remote-control-based interaction style in robot map building process as they used in traditional appliance control.

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A Study on the Role Performance of Collective intelligence as Scaffold in Web-based PBL (웹을 활용한 PBL에서 집단지성의 스캐폴더 역할 연구)

  • Suh, Soon-Shik;Heo, Dong-Hyeon
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.355-363
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    • 2008
  • In order to enhance the effect of Problem-based Learning, the role of scaffold as a learning support strategy is necessary. Collective intelligence provides scaffolding in the sense that it integrates users' knowledge, information, experiences, values, etc. Based on these factors, collective intelligence determines the direction of behavior, revises the direction continuously, and provides problem-solving methods. Teaching and learning situations emphasize learners' initiative, voluntary, and active participation. Thus, this study was conducted to find out if collective intelligence can be an effective and attractive alternative of learning strategy. Specifically, this study purposed to examine how collective intelligence performs the role of scaffold on the Web and what types of scaffolding are provided to learners. According to the results of this study, collective intelligence had a positive effect on learners' learning attitude, confidence, interest, etc. in the affective aspect, but its effect on the cognitive aspect was different according to learners' school year and learning level. Because collective intelligence had a positive effect on learners, we identified scaffolding types explanation, suggestion of direction, illustration and feedback in the cognitive aspect, and positive response and encouragement in the affective aspect.

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The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation (증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로)

  • Choi, Sungho;Lee, Wonouk;Kim, Hyunju;Won, Jongseo;Lee, Jeehang;Lee, Yeonjoo;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.119-130
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    • 2017
  • The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

University Green Campus Policy & Evaluation Criteria -Focus on Comparison of Korea, US AASHE, UNEP & ISCN-GULF- (대학 그린캠퍼스 정책과 평가기준에 관한 연구 -한국, 미국 AASHE, UNEP & ISCN-GULF 간 비교를 중심으로-)

  • Oh, Joon-Gul;Yeom, Dae-Bong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.577-586
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    • 2018
  • In Korea, sustainability is mandatory in every field. University campuses are educational facilities that consume considerable amounts of energy. Therefore, many universities have tried to take advantage of the last opportunity to prepare students with sustainability and leadership. This study compared the green campus policy and evaluation criteria among Korea, US AASHE, UNEP, and ISCN-GULF to vitalize the green campus movement and suggest recent research data for the Korea green campus accreditation. The results are as follows: 1. new evaluation criteria need to be added to the certified green building total floor area ratio instead of adapting the G-SEED system in the Campus Resource & Environments category; 2. Korean Green Campus Evaluations need to be improved when expressing the campus individuality by choosing an increased number of credits and criteria; and 3. new evaluation criteria are required to secure the result, feedback, and products from curriculum updates in the Campus Education category.

Application of AI based Chatbot Technology in the Industry

  • Park, Arum;Lee, Sae Bom;Song, Jaemin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.17-25
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    • 2020
  • Based on the successful use of chatbot technology, this study examined what business values each company is creating. The chatbot service contributes to improving the productivity of the company by helping to answer or respond to the questions of employees inside the company or customers. And in the field of education, Instead of instructor, AI technology responds the questions and feedback of the students to reduce the work of the instructor. In the field of commerce, offline stores provide convenient and new purchasing experiences to customers by providing product purchasing services through artificial intelligence speakers and personalization service. Although chatbot service is creating business value in some business cases, it is still limited to the process of a specific company, and the spread rate is still slowing because the service scope, convenience, and usefulness are not greater than expected. Therefore, some chatbot development service providers is providing an integrated development platform to improve usability, Chatbots have the features and advantages of providing convenience instead of answering human questions. However, there is a disadvantage that the level of communication can be lowered by reducing various human subjective views and giving mainly objective answers. Through this study, we will discuss the characteristics, advantages and disadvantages of chatbot services by comparing them.

Development and Formative Evaluation of Web-based Contents for Engineering Mathematics Based on a Computer Algebra System (컴퓨터 대수 시스템 기반의 이공계 수학용 웹 콘텐츠 개발과 형성 평가)

  • Jun, Young-Cook;Kim, Jin-Young;Kwon, Sun-Kweol;Heo, Hee-Ok
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.27-43
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    • 2007
  • The aim of this paper is to develop a web-based learning system in order to motivate college students in the area of science and engineering to study college calculus. We designed and developed web-based contents, named MathBooster, using Mathematica, webMathematica and phpMath taking advantages of rapid computation and symbolic computation. The features of MathBooster consists of four parts: graphical representation of calculus concepts, textual illustrations of conceptual understanding, example-based step-by-step learning with phpMath, and quizzes with diagnostic feedback. After the MathBooster was practiced with engineering students, the formative evaluation was conducted with survey items composed in four categories: user responses, screen layout, practicing examples and diagnostic feedback in solving quizzes. The overall level of user satisfaction was statistically measured using SPSS. Those results indicate which parts of MathBooster are needed for future enhancement.

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Exploring the Effects of the Antecedents to Flow Experience and the Characteristics of War Simulation Systems on Soldiers' Intentions to Use the War Simulation Systems (플로우 경험의 선행요인들과 시뮬레이션 시스템의 특성이 군(軍)전투시뮬레이션 시스템 사용 의도에 미치는 영향에 관한 실증 분석)

  • Baek, Dae Kwan;Hau, Yong Sauk;Kim, Young-Gul
    • Information Systems Review
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    • v.16 no.1
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    • pp.89-106
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    • 2014
  • The war simulation systems in Republic of Korea Army have been getting more and more important because soldiers can effectively and efficiently learn and share their war-related knowledge based on the interactions through the systems. But, up to now, the access to the war simulation systems has been limited to only soldiers. So, little research on them has been conducted. This study explores the effects of the antecedents to the flow experience and the characteristics of the systems on soldiers' intentions to use them. Based on the 118 samples collected from officers in Republic of Korea Army, this study empirically shows the logical reality of the war simulation systems and the flow experience positively influence soldiers' intentions to use the systems and the clarified goals, feedbacks, and the levels of the missions in the systems are significant antecedents to the flow experience. Useful implications are presented and discussed based on the new findings.

Application of CSP Filter to Differentiate EEG Output with Variation of Muscle Activity in the Left and Right Arms (좌우 양팔의 근육 활성도 변화에 따른 EEG 출력 구분을 위한 CSP 필터의 적용)

  • Kang, Byung-Jun;Jeon, Bu-Il;Cho, Hyun-Chan
    • Journal of IKEEE
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    • v.24 no.2
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    • pp.654-660
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    • 2020
  • Through the output of brain waves during muscle operation, this paper checks whether it is possible to find characteristic vectors of brain waves that are capable of dividing left and right movements by extracting brain waves in specific areas of muscle signal output that include the motion of the left and right muscles or the will of the user within EEG signals, where uncertainties exist considerably. A typical surface EMG and noninvasive brain wave extraction method does not exist to distinguish whether the signal is a motion through the degree of ionization by internal neurotransmitter and the magnitude of electrical conductivity. In the case of joint and motor control through normal robot control systems or electrical signals, signals that can be controlled by the transmission and feedback control of specific signals can be identified. However, the human body lacks evidence to find the exact protocols between the brain and the muscles. Therefore, in this paper, efficiency is verified by utilizing the results of application of CSP (Common Spatial Pattern) filter to verify that the left-hand and right-hand signals can be extracted through brainwave analysis when the subject's behavior is performed. In addition, we propose ways to obtain data through experimental design for verification, to verify the change in results with or without filter application, and to increase the accuracy of the classification.

Dynamic-Response-Free SMPS Using a New High-Resolution DPWM Generator Based on Switched-Capacitor Delay Technique (Switched-Capacitor 지연 기법의 새로운 고해상도 DPWM 발생기를 이용한 Dynamic-Response-Free SMPS)

  • Lim, Ji-Hoon;Park, Young-Kyun;Wee, Jae-Kyung;Song, In-Chae
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.49 no.1
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    • pp.15-24
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    • 2012
  • In this paper, we suggest the dynamic-response-free SMPS using a new high-resolution DPWM generator based on switched-capacitor delay technique. In the proposed system, duty ratio of DPWM is controlled by voltage slope of an internal capacitor using switched-capacitor delay technique. In the proposed circuit, it is possible to track output voltage by controlling current of the internal capacitor of the DPWM generator through comparison between the feedback voltage and the reference voltage. Therefore the proposed circuit is not restricted by the dynamic-response characteristic which is a problem in the existing SMPS using the closed-loop control method. In addition, it has great advantage that ringing phenomenon due to overshoot/undershoot does not appear on output voltage. The proposed circuit can operate at switching frequencies of 1MHz~10MHz using internal operating frequency of 100 MHz. The maximum current of the core circuit is 2.7 mA and the total current of the entire circuit including output buffer is 15 mA at the switching frequency of 10 MHz. The proposed circuit has DPWM duty ratio resolution of 0.125 %. It can accommodate load current up to 1 A. The maximum ripple of output voltage is 8 mV. To verify operation of the proposed circuit, we carried out simulation with Dongbu Hitek BCD $0.35{\mu}m$ technology parameter.