• Title/Summary/Keyword: 선택적 주의집중

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Recognition of Superimposed Patterns with Selective Attention based on SVM (SVM기반의 선택적 주의집중을 이용한 중첩 패턴 인식)

  • Bae, Kyu-Chan;Park, Hyung-Min;Oh, Sang-Hoon;Choi, Youg-Sun;Lee, Soo-Young
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.5 s.305
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    • pp.123-136
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    • 2005
  • We propose a recognition system for superimposed patterns based on selective attention model and SVM which produces better performance than artificial neural network. The proposed selective attention model includes attention layer prior to SVM which affects SVM's input parameters. It also behaves as selective filter. The philosophy behind selective attention model is to find the stopping criteria to stop training and also defines the confidence measure of the selective attention's outcome. Support vector represents the other surrounding sample vectors. The support vector closest to the initial input vector in consideration is chosen. Minimal euclidean distance between the modified input vector based on selective attention and the chosen support vector defines the stopping criteria. It is difficult to define the confidence measure of selective attention if we apply common selective attention model, A new way of doffing the confidence measure can be set under the constraint that each modified input pixel does not cross over the boundary of original input pixel, thus the range of applicable information get increased. This method uses the following information; the Euclidean distance between an input pattern and modified pattern, the output of SVM, the support vector output of hidden neuron that is the closest to the initial input pattern. For the recognition experiment, 45 different combinations of USPS digit data are used. Better recognition performance is seen when selective attention is applied along with SVM than SVM only. Also, the proposed selective attention shows better performance than common selective attention.

Method Extracting Observation Data by Spatial Factor for Analysis of Selective Attention of Vision (시각의 선택적 주의집중 분석을 위한 공간요소별 주시데이터 추출방법)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.3-14
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    • 2015
  • This study has extracted observation data by spatial factor for the analysis of subjects' selective attention with the objects of public space at the entrance of subway stations. The methods extracting observation data can be summarized as the following. First, the frequency analysis by lattice was prevalent for those methods, but there is a limitation to the analysis of the observation data. On the contrary, the method extracting observation data by factor applied in this study can make it clear if any sight is concentrated on any particular factors in a space. Second, the results from the extracted data corresponding to the observation area can be objectified while the method setting up the observation area by applying the radius of fovea. Third, time-sequential trace of observation results of relevant factors was possible through hourly analysis of spatial factors. The consideration of the results of "corresponding spatial scope" which is the object of this study will reveal that the more the observation time, the less the degree of attention it receives. Fourth, the frequency of observation superiority was applied for the analysis of the sections with selective attention by time scope; this revealed that men and women had intensive observation in time scope I (52.4 %) and in time scope IV (24.0 %), respectively.

A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability (지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구)

  • Jeong, Yoona;Woo, Tack
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.57-66
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    • 2020
  • In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

Understanding the Selective Attention and Animation Induction Device According to the Visual Capture of Audience (관객의 시각포획현상에 따른 선택적 주의집중과 애니메이션 유도장치의 이해)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.41
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    • pp.133-152
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    • 2015
  • Some artists and scientists in physics and animation originating from research on its form of expression thanks to the rapid development of the example in the late 20th century image production technology integrating existing media feature, perform a re-creation and pop culture content has been recognized as a key factor. animation of the modern emphasis is also commercial and artistic activities as show whether the artist can not be excluded that also target audience. The audience does not want only to receive offers simply 'seeing' and 'hearing' in the animation requires a more indirect mental met. the other side, the director should lead the audience to immerse myself in work as intended mystification induce the world. where a conflict occurs between the audience and the director and The director needs to have its troubleshooting point to 'Technology of the communication'. Which is reduced to 'How will tell,' is technology communication technologies that are abbreviated representations of animation director is accessible to the audience and it is a close relationship between the psychological aspect of audience. Because, the audience is reproduced in a limited space, but he called on the board of directors and the same time the screen, the audience located at reception and the director located at provide. It is given. led force is given to the director. for this reason, The director needs to pay attention to the psychological aspect of audience this can be explained based on psychoanalytic theory. In this paper, "How can you lie to the audience and the director is the same line?" put down logic that is the animation audience under the logic that takes place visually capture phenomenon "selective attention" and sub-concept of "goal-directed selection' and 'stimulus-driven capturel' for theory of psychology. also, Induction device to elicit selective attention of the audience accordingly, let's consider whether and how they apply in animation.

Development of Mobile Application Prototype Inducing Learner's Attention (학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발)

  • Roh, Kyoung Eui;Lee, Chan Haeng;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.391-398
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    • 2022
  • As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

Semantic Feature Learning and Selective Attention for Video Captioning (비디오 캡션 생성을 위한 의미 특징 학습과 선택적 주의집중)

  • Lee, Sujin;Kim, Incheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.865-868
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    • 2017
  • 일반적으로 비디오로부터 캡션을 생성하는 작업은 입력 비디오로부터 특징을 추출해내는 과정과 추출한 특징을 이용하여 캡션을 생성해내는 과정을 포함한다. 본 논문에서는 효과적인 비디오 캡션 생성을 위한 심층 신경망 모델과 그 학습 방법을 소개한다. 본 논문에서는 입력 비디오를 표현하는 시각 특징 외에, 비디오를 효과적으로 표현하는 동적 의미 특징과 정적 의미 특징을 입력 특징으로 이용한다. 본 논문에서 입력 비디오의 시각 특징들은 C3D, ResNet과 같은 합성곱 신경망을 이용하여 추출하지만, 의미 특징은 본 논문에서 제안하는 의미 특징 추출 네트워크를 활용하여 추출한다. 그리고 이러한 특징들을 기반으로 비디오 캡션을 효과적으로 생성하기 위하여 선택적 주의집중 캡션 생성 네트워크를 제안한다. Youtube 동영상으로부터 수집된 MSVD 데이터 집합을 이용한 다양한 실험을 통해, 본 논문에서 제안한 모델의 성능과 효과를 확인할 수 있었다.

Effect of Volleyball Program on Physical Fitness and Attention Concentration of Middle School Students with Intellectual Disabilities (배구 프로그램이 중학교 지적장애학생의 체력과 주의집중력에 미치는 효과)

  • Bae, Kwang-Youl
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.175-182
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    • 2020
  • The study aims to verify the effects of volleyball programs on the fitness and attention-intensive abilities of students with intellectual disabilities in middle school. Physical strength and attention concentration were analyzed to verify the effectiveness of the volleyball program. The volleyball program was applied to the experimental group three times a week, 90 minutes a week, a total of 36 times for 12 weeks. To verify the effectiveness of physical strength and attention concentration, the PPS-D intellectual disability student test and ATA concentration test were used to verify the effectiveness of attention concentration The six-minute walking figure related to cardiopulmonary functions was improved compared to those with intellectual disabilities who did not participate in the volleyball program, the report showed. We can see improvements in muscular function-related sit-ups and flexibility-related sit-ups compared to those with intellectual disabilities who did not participate, and significant changes have been seen in the distance of the place-wide jump related to net worth. We could also confirm that it had a positive effect on the improvement of selective attention concentration, and that the change in self-control, continuous attention, and selective attention among middle school students had a positive effect on the improvement.

Implementation of Preceding Vehicle Break-Lamp Detection System using Selective Attention Model and YOLO (선택적 주의집중 모델과 YOLO를 이용한 선행 차량 정지등 검출 시스템 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.22 no.2
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    • pp.85-90
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    • 2021
  • A ADAS(Advanced Driver Assistance System) for the safe driving is an important area in autonumous car. Specially, a ADAS software using an image sensors attached in previous car is low in building cost, and utilizes for various purpose. A algorithm for detecting the break-lamp from the tail-lamp of preceding vehicle is proposed in this paper. This method can perceive the driving condition of preceding vehicle. Proposed method uses the YOLO techinicque that has a excellent performance in object tracing from real scene, and extracts the intensity variable region of break-lamp from HSV image of detected vehicle ROI(Region Of Interest). After detecting the candidate region of break-lamp, each isolated region is labeled. The break-lamp region is detected finally by using the proposed selective-attention model that percieves the shape-similarity of labeled candidate region. In order to evaluate the performance of the preceding vehicle break-lamp detection system implemented in this paper, we applied our system to the various driving images. As a results, implemented system showed successful results.

Selective Attention Processing Method Using Depth Information (깊이정보를 이용한 선택적 주의 처리 기법)

  • Hong, Hye-Min;Jo, Jin-Su;Lee, Yill-Byung
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.817-819
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    • 2005
  • 본 논문은 사람이나 로봇이 자율보행을 하기 위해서 시각적으로 한 곳을 집중적으로 선택하도록 하기 위한 논문이다. 동물들이 효율적인 시각 정보 수집을 위해 사용하는 선택적 주의 처리 기법을 기본으로, 깊이정보를 이용하여 여러 개의 주의시선 중 한 곳을 선택하도록 하는 방법을 제안하였으며, 이를 이용한 실험 결과 깊이정보를 이용한 선택적 주의 처리 기법이 유용함을 알 수 있었다. 향후 연구과제는 보행하는데 필요한 정보를 한 번의 계산으로 깊이에 따라 차례대로 정할 수 있는 3차원 맵을 만드는 것이 될 것이다.

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